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OD&D & CHAINMAIL Rules for Prisoners (Taking or Being Taken)

There is a rather curious piece of text that Gary Gygax wrote in Strategic Review issue 2 published during the spring of 1975. The article in question is the famous “QUESTIONS MOST FREQUENTLY ASKED ABOUT DUNGEONS & DRAGONS RULES” and regarding a combat example between a Hero (4th Level Fighter) and orcs it says:

“As they outnumber their opponent so heavily it is likely that they will try to over-power him rather than kill, so each hit they score will be counted as attempts to grapple the Hero [...]”

What’s curious about this is the implication that forces outnumbering player characters might take prisoners as opposed to killing them. This is not a new concept, as prisoners had previously been dealt with in the D&D predecessor “CHAINMAIL”.

OD&D & CHAINMAIL Rules for Prisoners (Taking or Being Taken)

In a section of optional rules for added realism CHAINMAIL states:

“Before the losing side falls back from a melee, both players roll a die to determine if any prisoners are taken from the losing side. If the loser is retreating or routing back his unit automatically loses either 1 prisoner (retreat) or 2 prisoners (rout), regardless of the further outcome of the dice score.”

And a table is provided:

PRISONER TABLE       NUMBER OF PRISONERS


Winner     Loser     Winner’s Die     Loser’s Die

Foot       Horse     Positive difference used

Horse      Foot      Both dice added together

Foot       Foot      Number rolled    Not used

Horse      Horse     Number rolled    Not used

Mixed      Mixed     Number rolled    Not used


So what does it actually mean if a force is retreating or routing? In CHAINMAIL after a round of hand-to-hand combat (melee), post melee morale is conducted. The losing side (depending on the dice) can either:
  1. Continue to fight
  2. Move back in good order
  3. Retreat
  4. Rout
  5. Surrender
When the force is retreating or rallying they will make checks each turn to determine whether they continue to retreat or rout and if on the 4th turn they are still retreating or routing then they will be removed from play.

There is not difference between routing and retreating in CHAINMAIL. The only differences stated are that:
  1. Routing figures move 1 & ½ moves while retreating figures only move 1 move, during post melee morale.
  2. Routing figures who bump into friendly figures cause them to likewise rout, whilst retreating figures who bump into friendly figures stop retreating and may try to rally.
So in simple summary, routing is of course worse than retreating! But what does this all mean in OD&D terms?

In OD&D when we are dealing with matters of retreat or rout, this really only applies to non-player characters and monsters as player characters have autonomy (their choices are made by the players who control them).

So, focusing on the topic of monsters taking player characters as prisoners instead of killing them, we might say that:

Monsters who outnumber player characters heavily (dependent on the nature of the monsters in question) might attempt to overpower the player characters using the grappling rules as presented in Strategic Review #2.

If the Monsters do successfully grapple their opponents then they can be considered the monster’s prisoners.

But what about when player characters want to take prisoners? When looking at it from this perspective the CHAINMAIL rules are far more applicable. However, it is important to note that most OD&D combat will be on a 1:1 scale where 1 figure represents 1 creature rather than the usual CHAINMAIL scales of 1:10 or 1:20 where 1 figure represents 10 creatures or 20 creatures. The post melee morale check at 1:20 scale does not really translate to a 1:1 scale. The CHAINMAIL man-to-man rules suggest using a slightly different morale check based on “instability due to excess casualties” and states that “any [figure] that fails to make the required score to remain in battle is removed from play immediately unless no route of retreat is open to it. Surrounded units that fail morale checks are assumed to immediately surrender.”


So, I suppose in OD&D, “prisoner” rules might work as follows:

If monsters fail their morale check in battle and no route of retreat is open to them they become prisoners.

Some other key points CHAINMAIL expresses regarding prisoners are that:
  1. Prisoners count as additional kills
  2. “A guard of 1 man per 5 prisoners must be maintained at all times, or prisoners escape.”
  3. “Escaped prisoners may fight normally on the turn following the escape.”
It also makes perfect sense to say that hired non-player characters who fail their morale check in battle with no route of retreat are taken prisoner by monsters.

For player characters there is no morale check so this is a matter of outnumbering monster forces surrounding and grappling them in order to take them as prisoners.

I would love to know what peoples thoughts are on my logic here so feel free to open up the discussion in the comments.

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