May 19, 2023

Stat Generation Methods - A Closer Look

I've found my previous analysis of the various stat generation methods to be lacking in the details that really matter for actual use and decided it was high time to fix this with a deeper look.  

First, some notes on what the details below mean. Average Roll is the average roll generated by the method.  Average < 10 is the chance of all 6 stats you roll being on average less than 10. I think this is a pretty good measure of an unplayable character. Your mileage may vary. 

The "at least two 13's or 15's" are the chances of you getting at least either two scores of 13 or higher or getting two scores of 15 or higher.  I think these are good indicators for getting a good, solid character.  Two 13's make for a good Basic D&D character and two 15's make for a good AD&D character. 

The "Chance of" items detail the odds of getting at least one stat of a given value or higher. So "Chance of 13" means the chance to roll at least one stat of 13 or higher.  So if you want to see what your chances of rolling up a Paladin are, you need a high chance of 17.

I derived the stats for these different methods by writing javascript programs that randomly generated 100,000 characters for each and doing the calculations from what was rolled up.  Some of the methods required some decision making and so will be a bit different from actual human usage.  For example, AD&D 2e Method 6 has the player add dice to base score of 8.  The program just tries to get as many 18's as possible out of that (which is probably what a lot of players would actually do anyway).  Also, the AD&D 1e Method 5 from Unearthed Arcana is a bit simplified as it also includes a 7th score for Comeliness but I just removed that and did it for the normal 6 stats.

I did all the random methods that I could find from the various AD&D rulebooks.  The ones after that are either derivations from those, ones from different games, or ones that I have thought up myself.  


3d6

(AD&D 1e Method 0)

Average Roll:10.5Chance of 14:65%
Average < 10:32%Chance of 15:44%
At least two 13's:49%Chance of 16:25%
At least two 15's:10%Chance of 17:11%
Chance of 13:83%Chance of 18:3%

4d6 - drop lowest roll

(AD&D 1e Method 1)

Average Roll:12.2Chance of 14:93%
Average < 10:3%Chance of 15:79%
At least two 13's:88%Chance of 16:57%
At least two 15's:42%Chance of 17:30%
Chance of 13:98%Chance of 18:9%

3d6 - roll 12 times, take 6 best rolls

(AD&D 1e Method 2)

Average Roll:12.7Chance of 14:88%
Average < 10:0%Chance of 15:69%
At least two 13's:86%Chance of 16:43%
At least two 15's:31%Chance of 17:20%
Chance of 13:97%Chance of 18:5%

3d6, roll six times for each stat and keep best roll

(AD&D 1e Method 3)

Average Roll:14.2Chance of 14:100%
Average < 10:0%Chance of 15:97%
At least two 13's:100%Chance of 16:82%
At least two 15's:83%Chance of 17:49%
Chance of 13:100%Chance of 18:15%

3d6, roll 12 characters and keep the best one

(AD&D 1e Method 4)

Average Roll:12.5Chance of 14:98%
Average < 10:0%Chance of 15:87%
At least two 13's:96%Chance of 16:62%
At least two 15's:45%Chance of 17:33%
Chance of 13:100%Chance of 18:10%

9d6, 8d6, 7d6, 6d6, 5d6, 4d6 - keep best 3 rolls for each stat

(AD&D 1e UA Method 5)

Average Roll:14.3Chance of 14:100%
Average < 10:0%Chance of 15:99%
At least two 13's:100%Chance of 16:96%
At least two 15's:94%Chance of 17:79%
Chance of 13:100%Chance of 18:43%

3d6, roll twice for each stat and keep best roll

(AD&D 2e Method 2)

Average Roll:12.2Chance of 14:88%
Average < 10:1%Chance of 15:69%
At least two 13's:84%Chance of 16:43%
At least two 15's:29%Chance of 17:20%
Chance of 13:97%Chance of 18:5%

Start with 8 in each stat and roll 7 d6's, add to each stat as desired

(AD&D 2e Method 6)

Average Roll:12.1Chance of 14:100%
Average < 10:0%Chance of 15:100%
At least two 13's:99%Chance of 16:100%
At least two 15's:78%Chance of 17:96%
Chance of 13:100%Chance of 18:69%

6d6, 5d6, 4d6, 3d6, 3d6, 3d6 - keep best 3 rolls for each stat

(AD&D 2e SKills & Powers Method 8)

Average Roll:11.9Chance of 14:94%
Average < 10:4%Chance of 15:82%
At least two 13's:87%Chance of 16:62%
At least two 15's:43%Chance of 17:35%
Chance of 13:98%Chance of 18:12%

8d6, 7d6, 6d6, 5d6, 4d6, 3d6 - keep best 3 rolls for each stat

Average Roll:13.5Chance of 14:100%
Average < 10:0%Chance of 15:98%
At least two 13's:99%Chance of 16:89%
At least two 15's:83%Chance of 17:66%
Chance of 13:100%Chance of 18:30%

3d6 - reroll if less than 7

Average Roll:11.0Chance of 14:69%
Average < 10:14%Chance of 15:48%
At least two 13's:55%Chance of 16:27%
At least two 15's:12%Chance of 17:12%
Chance of 13:87%Chance of 18:3%

3d6 - reroll if less than 8

Average Roll:11.4Chance of 14:72%
Average < 10:6%Chance of 15:51%
At least two 13's:60%Chance of 16:29%
At least two 15's:14%Chance of 17:12%
Chance of 13:89%Chance of 18:3%

3d6 - roll 7 times, take 6 best rolls

Average Roll:11.2Chance of 14:71%
Average < 10:14%Chance of 15:49%
At least two 13's:58%Chance of 16:28%
At least two 15's:13%Chance of 17:12%
Chance of 13:88%Chance of 18:3%

3d6 - roll 8 times, take 6 best rolls

Average Roll:11.6Chance of 14:76%
Average < 10:6%Chance of 15:54%
At least two 13's:66%Chance of 16:31%
At least two 15's:16%Chance of 17:14%
Chance of 13:91%Chance of 18:4%

3d6 - roll 9 times, take 6 best rolls

Average Roll:12.0Chance of 14:79%
Average < 10:3%Chance of 15:58%
At least two 13's:72%Chance of 16:35%
At least two 15's:20%Chance of 17:16%
Chance of 13:93%Chance of 18:4%

3d6 - reroll ones

Average Roll:12.0Chance of 14:86%
Average < 10:2%Chance of 15:65%
At least two 13's:80%Chance of 16:39%
At least two 15's:25%Chance of 17:18%
Chance of 13:96%Chance of 18:5%

5d6 - drop 2 lowest rolls

Average Roll:13.4Chance of 14:99%
Average < 10:0%Chance of 15:94%
At least two 13's:98%Chance of 16:80%
At least two 15's:73%Chance of 17:51%
Chance of 13:100%Chance of 18:19%

6d6 - drop 3 lowest rolls

Average Roll:14.3Chance of 14:100%
Average < 10:0%Chance of 15:99%
At least two 13's:100%Chance of 16:92%
At least two 15's:90%Chance of 17:70%
Chance of 13:100%Chance of 18:32%

2d6 + 6

Average Roll:13.0Chance of 14:96%
Average < 10:0%Chance of 15:86%
At least two 13's:95%Chance of 16:67%
At least two 15's:53%Chance of 17:41%
Chance of 13:99%Chance of 18:15%

3d6, roll three times for each stat and keep best roll

Average Roll:13.0Chance of 14:96%
Average < 10:0%Chance of 15:83%
At least two 13's:96%Chance of 16:58%
At least two 15's:47%Chance of 17:29%
Chance of 13:100%Chance of 18:8%

3d6, roll four times for each stat and keep best roll

Average Roll:13.6Chance of 14:99%
Average < 10:0%Chance of 15:90%
At least two 13's:99%Chance of 16:68%
At least two 15's:63%Chance of 17:36%
Chance of 13:100%Chance of 18:11%

3d6, roll 3 characters and keep the best one

Average Roll:11.5Chance of 14:86%
Average < 10:3%Chance of 15:66%
At least two 13's:77%Chance of 16:41%
At least two 15's:22%Chance of 17:19%
Chance of 13:97%Chance of 18:5%

3d6, roll 5 characters and keep the best one

(Adventurer Conqueror King Optional Method)

Average Roll:11.9Chance of 14:92%
Average < 10:0%Chance of 15:75%
At least two 13's:87%Chance of 16:49%
At least two 15's:30%Chance of 17:24%
Chance of 13:99%Chance of 18:7%

3d6, roll 6 characters and keep the best one

Average Roll:12.0Chance of 14:94%
Average < 10:0%Chance of 15:78%
At least two 13's:89%Chance of 16:52%
At least two 15's:33%Chance of 17:26%
Chance of 13:99%Chance of 18:7%

May 15, 2021

Give Your Cities Some Character

Man, we're hurting. Let's go back to town and heal up.

Yeah, I want to buy some better armor while we're at it.

And I need to get some spell components.

Hmm... I guess I could pick up a few gp's picking pockets. Let's go!

You've spent hours detailing the dungeon down to exactly how many copper pieces each kobold is carrying in his pocket, but the nearest city is just a dot on the map with a name next to it. Running a roleplaying session in a city can be difficult when you have to make up the details on the fly and this can lead to having bland generic cities except for the one or two that you may have detailed descriptions for. Oh, you could use some random city generation tables, but most take too long, involve lots of tedious dice rolling and chart referencing, and provide far more detail than is needed for the average game session. What you need is a fast and easy city generation system that gives you just enough details to get on with the game.

A city is just a large group of people, right? You already know how to roll up a character, so why not roll up a city in the same way? With a minimal amount of tweaking, you can use the same six stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) that are used to describe characters to quickly detail an entire city. And to provide you with that old-school feeling, you roll up a city by rolling 3d6 in order.

Strength:

The Strength characteristic of a city refers to the strength of its defenses. This can be anything from fortifications to how large the army or militia is.

3d6 Result
3 no defenses of any kind
4-5 no fortifications, army = 1% of population
6-8 ditch, moat, or partial wall around city, small keep possible, army = 2% of population
9-12 walled city with keep, army = 5% of population
13-15 walled city with castle, army = 8% of population
16-17 multiple walls around city with strong castle, army = 10% of population
18 multiple walls around city with impregnable castle, army = 15% or more of population

Dexterity:

This is a measure of the amount of personal freedom that the citizens of this city has. It can also be used to determine how likely it is that the players will be harassed by town guards, city officials, tax collectors, etc. while they are in the city. Each day roll 3d6 and compare it to the city's dexterity score. If the roll is greater, the players will be harassed in some way that day.

3d6 Result
3 everyone is watched and questioned everywhere they go; very heavy taxes; no weapons, armor or beasts allowed
4-5 foreigners are watched and questioned everywhere they go; heavy taxes; no military weapons, armor, or medium or larger beasts allowed
6-8 foreigners are frequently questioned; heavy taxes; no large military weapons, heavy armor, or medium or larger beasts allowed
9-12 foreigners questioned at the gate; moderate taxes; no dangerous beasts allowed
13-15 everyone is free to come and go; light taxes; no large, dangerous beasts allowed
16-17 everyone is free to come and go; almost no taxes
18 no government or laws - anarchy

Constitution:

Constitution is a measure of the size of the city's population. It can also be used as an indicator of how likely it is to find non-magical items for sale. Roll the city's Constitution score or less on 3d6 to see if an item is available. Items that cost 10gp or less should always be available and should not require a roll. Apply a modifier to the roll of -10 for items with a value of 100gp or less; -5 for items valued from 101gp to 500gp; +0 for items valued from 501gp to 1000gp; +5 for items valued from 1001gp to 5000gp; and +10 for items valued over 5000gp.

3d6 Result
3-14 Number x 1000 population
15 15,000 to 20,000
16 21,000 to 49,000
17 50,000 to 100,000
18 more than 100,000

Intelligence:

Intelligence measures how influential wizards and magic are in the city.

3d6 Result
3 no wizards; no arcane spell casting or items available
4-5 only one or two wizards; up to 2nd level arcane spell casting; no magic items available
6-8 few wizards; up to 3rd level arcane spell casting; potions and scrolls available
9-12

several wizards; up to 5th level arcane spell casting; potions, scrolls, wands available

13-15 wizards guild; up to 7th level arcane spell casting; potions, scrolls, wands, rings, magic weapons and armor available
16-17 wizard college; up to 9th level arcane spell casting; most magic items available
18 several wizard guilds and colleges; up to 9th level arcane spell casting; all magic items available

Wisdom:

The Wisdom score details the importance of religion in the city.

3d6 Result
3 no temples; no divine spell casting or items available
4-5 only one or two temples; up to 2nd level divine spell casting; holy water available
6-8

temples for several major deities; up to 3rd level divine spell casting; holy water and potions available

9-12 temples for most major and a few minor deities; up to 5th level divine spell casting; holy water, potions, and scrolls available
13-15 temples for all major and several minor deities; up to 7th level divine spell casting; holy water, potions, scrolls, and staffs available
16-17 temples for all known religions; up to 9th level divine spell casting; most magic items available
18 temples for all known religions; up to 9th level divine spell casting; all magic items available

Charisma:

This details how peaceful a city is and how happy its citizens are. It can also be used as a measure of how beautiful a city is. Charisma can be used to determine how likely it is that the players will be witness to or the victim of a crime. Each day roll 3d6 and compare it to the city's dexterity score. If the roll is greater, the players will have an encounter with criminals (pickpocket, muggers, etc.) sometime that day.

3d6 Result
3 crime is rampant and gangs rules much of the city; citizens are on the edge of revolt; garbage and sewage everywhere; many buildings are in ruin
4-5 crime is very bad and the thieves guild is very powerful; citizens are hard and cynical; much of the city is ugly and poor
6-8 crime is common; citizens are wary and untrusting of strangers; the city is grey and bland
9-12 crime is at a normal level and the citizens are fairly satisfied; the city has a few buildings or parks that the citizens are proud of
13-15 crime is low and the citizens are happy; the city has several buildings or parks that the citizens are proud of
16-17 crime is rare and the citizens are very happy; the city has many buildings or parks that the citizens are proud of
18 crime is almost non-existent; citizens are extremely happy and proud of their city; the city is filled with parks, beautiful buildings, fountains and impressive statuary

Alignment:

Now that you have the city's stats rolled up, you can use them to determine an overall alignment for the city. This is done by using the Dexterity score for the Lawful/Chaotic axis and the Charisma score for the Good/Evil axis.

Dexterity Alignment
3-7 Lawful
8-13 Neutral
14-18 Chaotic

Charisma Alignment
3-7 Evil
8-13 Neutral
14-18 Good

For example- if a city has a Dexterity of 12 and a Charisma of 7, it would be Neutral Evil in alignment.

A city's alignment is a good indicator of how harshly crime is punished there.

  Murder Robbery
LG imprisonment for life imprisonment, branded
NG imprisonment imprisonment
CG banishment fine
LN beheading forced labor, branded
N hanging forced labor
CN victim's family will seek revenge victim will seek revenge
CE sentenced to fight in gladiator pits loss of a hand
NE impaled loss of a finger
LE crucifixion sold into slavery

Example City:

To show you the system in action, let's roll up a new city. I rolled 3d6 in order for the six stats and came up with:

Str- 13

Dex-  5

Con- 18

Int-  7

Wis- 11

Cha- 10

Interpreting the numbers provides us with a good overview of what the city is like. It is a huge city with a population of over 100,000, strong walls, a citadel, and a standing army of at least 8000 soldiers. There are few wizards, but temples for most major deities are present in the city. Perhaps there are laws against practicing magic that keep wizards from wanting to live here.

Crime is at a normal level for a city this size and the citizens are fairly happy with their lot in life even though taxes are high. Strangers are questioned closely about their business and weapons are tightly regulated. This gives the city a Lawful Neutral alignment.

As you can see from the example, it is quick and easy to roll up the details for city using this system. With a little tweaking, the system could also be used to roll up the details for entire countries as well. Try it out and give your next city some character.

May 14, 2021

I Don't Like Gamescience Dice

I know this will get me thrown out of the old-school he-man munchkin hater's club, but I really dislike using those "precision" Gamescience dice. Yes, yes, I've seen Lou Zocchi's videos on why his dice are the best things since sliced bread. I've also read countless posts from gamers who love them. And now the DCC RPG practically requires you use them as only Gamescience produces most of the weird dice types needed to play.

Well, I've tried to embrace them. I've bought three sets over the past couple of years and while researching how to buy the additional ones needed for the DCC RPG, I just recently dug them out again. Now I remember why I hardly ever use them. Here's the:

Top 5 reasons why GS dice suck

  1. They're expensive. They usually cost about 3 times as much as other rpg dice.
  2. If you go the cheaper route and buy the un-inked dice, they are a pain in the ass to ink yourself. I'm way too lazy for this and plus they never look as nice as the ones that are inked at the factory.
  3. Defects. Precision, my ass. All of the dice usually have burrs or nicks in them. The d6's are typically slightly concave. You might enjoy spending your evenings sanding down your dice. I've got better things to do.
  4. They feel... wrong. Their light weight and sharp, poky bits combine to give me a negative tactile experience.
  5. They're just ugly. Compared to pretty much any other dice on the market they are really bland looking.

I know people swear by them because of their supposed fairer distribution of randomness. Well, I've done my own tests on my dice and sometimes the GS dice come out better and sometimes they come out worse. In any case, the differences in fairness are so minor as to make very little impact upon actual play. The differences certainly aren't worth the extra expense and time the GS dice cost you.

May 13, 2021

What are those wandering monsters up to?

1d12 Situation
1 Fighting with another creature.
2 Running away from another creature.
3 Returning to lair with prisoner/prey/treasure/supplies.
4 Just passing by on the way to somewhere else.
5 Building new lair. (digging a hole, setting up camp, etc.)
6 Patrolling territory. (-1 chance to surprise them)
7 Standing Guard. (no chance to surprise them)
8 Hunting for food.
9 Gambling, playing, fooling around (+1 chance to surprise them)
10 Arguing amongst themselves. (+1 chance to surprise them)
11 Returning to lair to heal up after a fight. (reduce hit points)
12 Sleeping and/or drunk. (Auto surprise)

May 12, 2021

D&D’s Christmas Past

Man, I used to love poring over the Sears Christmas catalog every year and dream about what to get for Christmas. You can still see some of these old catalogs here.

Wow, those were the days. D&D, Traveller, Star Frontiers, Star Fleet Battles, Squad Leader, and even Space Opera could all be bought at mundane places like Sears. And check out those prices! $8.99 for a Basic set or for an AD&D rulebook (ok, the DMG was an exorbitant $10.99). Running the numbers in an inflation calculator shows that $8.99 in 1983 is like $19.49 today. So it's not an illusion, gaming was less expensive back then - and more accessible to kids because they were sold in places other than little, out of the way hobby stores. They were easier to play too, but that's another story.

May 11, 2021

Raise Dead too boring? Spice it up with these random effects-

1d12 Effect
1 Fails utterly - body putrefies horribly and becomes a black ooze.
2 Something else comes through - (1d4) 1-Demon, 2-Invisible Stalker, 3-Shadow, 4-Wraith.
3 Body possessed by demon.
4 Requires life force - everyone within 30 feet takes 1d6 damage.
5 Didn't work completely - come back as (1d6) 1-Ghoul, 2-Zombie, 3-Wight, 4-Vampire, 5-Wraith, 6-Ghost.
6 Didn't take - comes back normally but starts losing 1 point per day from a random stat. Once any stat equals 0, character becomes a zombie.
7 Disfigured by death - lose 2 points of Charisma.
8 Weakened state - Strength and Dexterity reduced to 3 for a month.
9 Saw the light- transformed emotionally by event. Gain +2 to Wisdom and Charisma.
10 Saw a glimpse of the future.
11 Blessed - all rolls are +1 for a month.
12 Become more powerful than you can possibly imagine- gain one level.

May 2, 2020

Stat Rolling Methods and Power Level



I greatly prefer rolling up characters rather than using point buy systems or standardized arrays, but I still want characters to be reasonably balanced among themselves and against the opposition they will face. Many games like D&D and Pathfinder provide power level guidelines for use with point buying but don't offer much in the way of help when rolling dice for stats. So I whipped up a program to help me see how different stat rolling methods ranked in terms of power level.

I used every dice rolling method I could think of that just used straight dice rolling or just dice plus or minus a set number. For power level comparisons, I used the point buy system and power levels given in Pathfinder. I did add two new levels to what they have- Gritty Fantasy (~5 points) and Super Hero Fantasy (~30 points).

Notes on the different rolling methods:

  • Drop high (drop the highest roll, count the rest)
  • Drop low (drop the lowest roll, count the rest)
  • Reroll < # (reroll the dice if you roll less than #)
  • AD&D Method 1 - 4d6 drop lowest
  • AD&D Method 2 - 3d6 roll 12 times, take 6 best
  • AD&D Method 3 - 3d6, roll 6 times per stat

The Ranges are the limits of scores possible. The Avg. Stat is the mean score you would expect to roll. The Deviation is the standard deviation of the point values rolled for characters - the lower the better if you want your party to be fairly balanced. And the Avg. Cost is the average point buy value of characters.

Gritty Fantasy - 5 points

Method Range Avg. Stat Deviation Avg. Cost
1d10 + 2d4 3 - 18 10.5 13.0 2.5
3d6 3 - 18 10.5 11.5 2.6
5d6 drop high & low 3 - 18 10.5 11.0 2.7
5d4 - 2 3 - 18 10.5 8.7 2.8
2d8 + 2 4 - 18 11.0 13.1 7.7
3d6 reroll < 7 7 - 18 11.0 8.8 8.4

Low Fantasy - 10 points

Method Range Avg. Stat Deviation Avg. Cost
3d6 roll 7 times, take 6 best 3 - 18 11.2 10.0 9.1
3d6 reroll < 8 8 - 18 11.4 8.3 11.1
2d6 + 1d4 + 2 5 - 18 11.5 9.8 11.8
1d8 + 2d4 + 2 5 - 18 11.5 10.3 12.1
3d6 roll 8 times, take 6 best 3 - 18 11.6 9.6 12.7

Standard Fantasy - 15 points

Method Range Avg. Stat Deviation Avg. Cost
4d4 + 2 6 - 18 12.0 8.1 15.2
3d6 roll 9 times, take 6 best 3 - 18 12.0 9.4 15.4
3d6 reroll ones 6 - 18 12.0 9.2 15.9
1d8 + 1d6 + 4 6 - 18 12.0 11.3 17.3
3d6 roll twice each, keep best 3 - 18 12.2 9.4 17.3
1d10 + 1d4 + 4 6 - 18 12.0 12.2 18.1
4d6 drop lowest 3 - 18 12.2 11.5 18.7

High Fantasy - 20 points

Method Range Avg. Stat Deviation Avg. Cost
1d6 + 2d4 + 4 7 - 18 12.5 9.2 20.2
3d6 roll 12 times, take 6 best 3 - 18 12.7 9.5 21.2

Epic Fantasy - 25 points

Method Range Avg. Stat Deviation Avg. Cost
1d12 + 6 7 - 18 12.5 15.0 25.5
2d6 + 6 8 - 18 13.0 10.6 25.7
3d4 + 6 9 - 18 13.5 9.0 28.8

Super Hero Fantasy - 30 points

Method Range Avg. Stat Deviation Avg. Cost
5d6 drop 2 lowest 3 - 18 13.4 11.7 30.6
1d10 + 8 9 - 18 13.5 13.9 34.1
3d6, roll 6 times per stat 3 - 18 14.2 9.5 36.7

And the Winners are...

My favorites for each power level are:
  • Gritty Fantasy: 3d6 Reroll < 7
    This method curbs a lot of the harshness of rolling up stats for an iron-man old school game. It's low deviation and high minimum of 7 should make for decent, if average, player characters.
  • Low Fantasy: 3d6 Reroll < 8
    Lowest deviation and a high minimum score of 8 should produce very playable characters.
  • Standard Fantasy: 3d6 reroll ones
    Technically, the 4d4+2 method is superior but I just hate rolling d4's.
  • High Fantasy: 3d6 roll 12 times, take 6 best
    Again, I choose this one just because I hate d4's.
  • Epic Fantasy: 2d6 + 6
    This one comes closest to 25 points while also giving a decent deviation.
  • Super Hero Fantasy: 3d6, roll 6 times per stat
    The best for creating a balanced group of super heroes.

April 29, 2020

What version of D&D comes closest to Goblin Slayer?

I love me some Goblin Slayer.  It shows what life would be like for an adventurer in a real world of Dungeons & Dragons - nasty, brutish and short.  But seeing how the actual Goblin Slayer table top rpg will probably never get translated to English, I'm wondering which version of D&D I could use to best emulate the setting found in Goblin Slayer.


Ok, so why is D&D the ideal game to use for GS?  GS is obviously based on roleplaying games and D&D in particular. It features a lot of uniquely D&D tropes like classes, levels, and Vancian magic. And it's the Vancian magic that gives us the best key for matching a particular version of D&D. 

The first major clue is the Priestess.  She is a 1st level Cleric and can cast 3 spells per day.



This narrows down the choices a lot.  OD&D and Basic D&D don't even give 1st level clerics any spells.  Most retroclones based on classic D&D have similar limitations.  Labyrinth Lord gives one spell.  Basic Fantasy gives none.

How about AD&D?   Both 1st and 2nd edition AD&D allow up to 3 cleric spell slots at 1st level (clerics with at least 14 wisdom).  OSRIC also allows up 3.  Both HackMaster 4e and Castles & Crusades allow up to 5 1st level spells.

D20 versions?  Both 3rd edition and Pathfinder allow up to 6 1st level spells for a starting character.  And yes, I do count cantrips as 1st level as Light is usually listed as a cantrip in newer editions.

4th and 5th editions with their unlimited cantrip use and ranged healing are both poorly suited for GS.

Now consider wizards.  The 1st level wizard girl in Goblin Slayer can cast 2 spells per day.


Versions of D&D before 2nd edition AD&D only allow 1 spell for a starting character.  2nd edition allows specialist mages 2.  3rd edition is up to 5.  4th and 5th allow unlimited cantrip use.

It looks like AD&D 2nd edition is clearly the game that emulates the world of Goblin Slayer the closest except for a couple of class related things...


Kung Fu girl here is clearly a 1st level monk.  AD&D 2e doesn't have a monk class.  1st edition does.  Also, and probably more importantly, the Goblin Slayer himself is best portrayed by the ranger class in 1st edition not the nature loving version in 2nd.

So, my choice for the game that would best fit Goblin Slayer would be 1st edition AD&D with a house rule to allow magic users to get bonus spells for high intelligence like Clerics do for their wisdom.