Cover still by Don Lowry |
The first edition of Chainmail was Guidon Games' biggest hit, selling about 100 copies a month. In July 1972, about a year-and-a-half after its publication, a 2nd edition saw print. It was revised and expanded, with a number of additions to the rules. (Most of these new rules first saw print in the January 1972 issue of International Wargamer, but I don't have a copy.)
From this point forward I'm working with PDFs or physical copies of the material, so any information given should be accurate.
New Character Types
- Wizards now incorporate three weaker sub-classes: Sorcerers, Warlocks, and Magicians (given here in order from strongest to weakest). These match fairly well with the magic-user levels in D&D. (The term "magic-user" is specifically used.) The number of spells a caster can use per game is based on these levels, as is the range of those spells. The former of these rules fits well with D&D, but the second doesn't and will have to be chalked up to battle magic being a little different (my catch-all explanation for all magical discrepancies between Chainmail and D&D).
New Spells
- Moving Terrain
- Protection from Evil
That's it for today. Just a short post, as there really wasn't much added to 2nd edition Chainmail as far as I'm aware. Next week's post, covering Men & Magic will be much longer.
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