Creeping Gaze (First Edition D&D)

© Daniel S. Wall, May 21, 2026.

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A general narrative about the Creeping Gaze can be found here. What follows are rules for running a Creeping Gaze in first edition, D&D.

FREQUENCY: Rare.

NUMBER APPEARING: 1

ARMOR CLASS: 7

MOVE: 5”.

HIT DICE: 1d6.

PERCENT IN LAIR: 25%.

TREASURE TYPE: E.

NUMBER OF ATTACKS: None.

DAMAGE OF ATTACKS: N/A.

SPECIAL ATTACKS: None.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: 10%.

INTELLIGENCE: High.

ALIGNMENT: Neutral.

SIZE: Small (2’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

1) A Creeping Gaze has no actual means of attack.

2) Although a Creeping Gaze may understand languages as would a normal character, it has no means of speaking.

3) 3 times per day, a Creeping Gaze may 1 segment to study a given area. It thus sees anything invisible within a 30 degree arc out to a range of 6”.

4) 3 times per day, a Creeping Gaze may 1 segment to study a creature within 6”. It thus learns the following about the creature:

a: Whether or not they have killed any sentient creatures within the last day or within the last week.

b: whether or not they have broken any applicable laws within the last day or within the last week.

c: Whether or not they are a virgin.

d: Whether or not they have done anything for which they might feel guilty.

5) A Creeping Gaze enjoys a +3 bonus on any rolls to search or spot anything by means of sight.

6) A Creeping Gaze can walk on a vertical surface just as easily as any other character can walk on the ground.

Character Stats: A creeping Gaze would have the following adjustments to attributes in first edition D&D: A creeping Gaze would have the following adjustments to attributes in first edition D&D: Strength: is half (rounded high), Dexterity is +1, Constitution is half (rounded high), Intelligence is +1, Wisdom is +2, Charisma is +1.

 

Dragon Modifications for First Edition D&D

Dragons in first edition D&D suck. The narrative blows them up big time, but they are easy as Hell to take down. I recall an episode of Dragon Magazine tried boosting their power by adding minor attacks such as wing beat and tail swipe, but the damage for these was miniscule. Even with these additions, Dragons in first edition never lived up to the hype. They were supposed to be bad-ass, but they always ended up being meh.

So, here is what we did…

Take the standard stat block for a Dragon from the Monster Manual as your starting point.

  • Start by doubling the hit dice of the dragon.
  • Double the dice rolled for damage on physical attacks (bite and claw).
  • Add a tail swipe against any opponent in the back of the dragon (anyone within a full 180 degree arc to its rear). The attack is rolled at any penalties normally applied for attacking enemies to the rear. Damage for the tail swipe is equal to that of a claw after the modification mentioned directly above.
  • Now treat the age of the dragon as a bonus to hit and damage on all physical attacks (bite, claw, and tail attack) as well as a bonus to armor class.
  • Double the penalties for called shots to a dragon for man-sized opponents and smaller. Dragons are simply too big to focus on specific body parts on a regular target.
  • Breath weapons work normally (but of course the damage is now set by the higher hit dice).
  • Now watch the PCs fall.
  • More importantly, watch the players treat dragons with the respect they deserve.

Called Shots for First Edition D&D

Introduction: I have fond memories of first edition D&D, but those memories do include a host of house rules. One aspect of the game that generated a lot of interest in house rules was the pace of combat. Without feats and other such innovations common to later editions of D&D, physical combat in first edition could be particularly stale as there just weren’t many ways to generate extra damage, even at high levels. Spell casters had options, of course, and specialty classes such as Thief or Ranger could generate extra physical damage under the right circumstances, but for basic fighter types, a fight with a big monster meant whittling them down slowly.

This is what had a lot of us experimenting with called shots. My own friends and I tried a lot of things, mostly variations on a penalty to hit roll in exchange for the possibility of a one-shot kill (or some comparable effect likely to take the intended victim out of the fight). Balancing the cost of the penalty against the benefit of a successful called shot was of course difficult. If the options for a called shot were too generous, even the biggest enemies went down with ease, and if the GM decided to turn that possibility on the players, then a TPK was just a few die rolls away. If the called shot option was too stingy, then you had to slog your way through even mediocre opponents, the game slowed down, and everything got tedious.

Really tedious!

In any event, what follows is the system I ended up with after a couple decades running first edition D&D. I really think this hit the sweet spot for my gaming group, but a lot depends on other factors in the game. We had a system for extra proficiencies, and we used special abilities and problems, both of which also contributed to slightly more dangerous player characters. In combination with those systems, our rules for called shots helped us to speed up the game and boost the power of physical attacks without completely obliterating the core system.

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Called Shots and the To-Hit Roll: At its core, the system calls for a simple penalty of -4 on the attack roll for any called shot. (If the call was hyper-specific, then GM could boost the penalty to -6 or even -8, but that was her call.) Along with that, a natural 2 becomes an automatic miss, although it does not become a critical fumble. If a called shot is successful in striking the target, the damage is treated as applying directly to a focused body-part. This can be called out (E.g. a head, a leg, a tail, or a player can just declare that they are taking a “Kill shot”). Either way the damage is now measured against 20% of the target’s total hit points (rounded high). If the damage equals that percentage or exceeds it, there is a chance, the called shot succeeds in destroying the body-part in question.

Chance of Success: The chance for success at this point is equal to twice the damage done on the attack or 5% per stage on the to-hit charts from the DM’s Guide, whichever gave the attacker a better chance of success. (Note that the highest stage of the to-hit chart for fighters would be 55%, and at least in our old games, the best fighters could generate damage in about the 20-30 point range on a single attack, thus making it a toss-up as to which chance worked best for a given attack.)

It is best for players using the option to write the percent chance of success based on the to-hit chart on the character sheet. This should enable a player to compare the chance using double damage versus the chance based on the to-hit chart quickly.

Successful Called Shots: Success generally meant death in the event of a “kill shot” or in the event of a specific called shot with lethal implications (e.g. a head, in most cases). Results such as decapitation which might be necessary to kill certain monsters could also be achieved in this manner (assuming the appropriate weapons). If a leg, an arm, a tail, or a wing had been the focus, it was generally considered severed or otherwise destroyed and the GM would apply whatever penalties seemed best to the maimed character as a result of the injury.

Failure: In the event that a called shot was not successful, the damage was scored normally against the target’s hit points.

Target-Based Limitations: Called shots were useless against any target that lacked meaningful anatomical vulnerabilities (e.g. an ooze, a zombie, or a ghost). Such creatures were simply not venerable to called shots.

Tactics-Based Limitations: Certain damage effects were not applied to called shots, or they were applied in unusual ways. Thieves and Assassins could either add their backstab multiplier to the damage of a called shot or apply it as a multiplier for a normal shot under the normal rules, but the player had to choose. (Most chose the latter.) Rangers add their giant-classed bonus to the damage, but leave it out for purposes of calculating the odds of success on the percentage die roll.

Special Weapon Proficiencies for First Edition D&D

The first edition of Advanced Dungeons and Dragons doesn’t offer characters a lot of opportunities to improve damage done on physical attacks. This would be addressed through a variety of means in later editions, but players were addressing the issue through house rules from the beginning. What follows is one system for enabling a character to boost their combat skills through application of weapon proficiencies already present in first edition D&D.

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Core concept: Characters earn weapon proficiencies at the normal rate listed in the Player’s Handbook, and they follow the normal class limitations listed there as well, but they can use a new weapon proficiency to boost their skills with an existing weapon proficiency instead of taking up a new weapon.

Weapon specialization begins with a Basic Bonus. Once a player has gained a basic bonus, she can consider taking one of the other options for special proficiencies, but she must always have at least 1 basic bonus for every special proficiency she has taken.

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Basic Bonus: A Character simply takes applies standard +1 to hit and damage when attacking with a designated type of weapon.

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Damage Die Boost (special proficiency): A Character may boost the damage dice for a designated type of weapon. Doing so will usually raise the top end of the possible results, usually without raising the bottom end. A die 2 becomes a die 3, a die 3 becomes a die 4, a die 4 becomes a die 6, a die 6 becomes a die 8, a die 8 becomes a die 10, a die 10 becomes a die 12, and a die 12 (or 2d6 or 3d4) becomes 2d8, 2d8 becomes 3d6, and 3d6 becomes 2d10, 2d10 becomes 2d12.

Note that in most cases a straight +1 to hit and damage will be better than a damage die boost, but critical hits and backstabbing skills may boost the value of a higher top end damage a bit in favor of the damage die boost. Special Abilities may also change this calculation. It is up to the player to decide if and when the options favor the damage die boost.

Extra Melee Attacks (special proficiency): A Character may take half an extra melee attack with a designated type of melee weapon (i.e. one that applies every other round). This can be repeated twice, thus giving a character up to 1 extra attack per round with the designated type of weapon.

Extra Missile Attacks (special proficiency): A Character may boost the number of attacks for a designated type of missile weapon. This can be repeated to a maximum of 5 total missile attacks per round with the designated type of weapon. (Note missile weapons such as crossbows which require a complex reloading process cannot be boosted in this manner.)

Note: In the event that when a character boosts her attack rate with a weapon useful in both melee and missile attacks, she must choose between the rate of fire for missiles and the number of attacks taken in melee.