Showing posts with label 1st edition. Show all posts
Showing posts with label 1st edition. Show all posts

Thursday, 4 July 2024

Mass Combat 2: Battlesystem (1st Edition)

Battlesystem - Wikipedia 

Let's have a look at the grandpa of all D&D mass combat rules, Douglas Niles' first edition Battlesystem, supporting both the AD&D and D&D lines. The product received a big rollout in 1985 with tie-ins to adventure modules using its system, namely the Bloodstone Pass H series for Forgotten Realms, and Dragons of War for the Dragonlance setting. 

It's easy to see Battlesystem as a cynical move to get people to buy miniatures in the hundreds. In 1985 TSR had just made a deal with Citadel to produce a new line of official figures. No doubt they were eyeing the burgeoning popularity of the parent company's Warhammer game. But Battlesystem also provides cardboard counters if figures are lacking. So it's fair to say that it was designed functionally, with the aim of enabling a kind of action that many campaigns naturally grow into. The boxed set does promote the miniatures hobby, but stays realistic about the ability of most tables to field large 3D forces to order.

Battlesystem distinguishes itself from other miniatures games of the day by advertising its scaleability to D&D individual stats. For most troops each figure represents 10 individuals grouped into units of 4-48 figures. Units have the D&D stats of their constituents: hit dice (the measure of damage), armor class, movement rate, damage die. What's different from D&D are: morale on a 2d10 scale, compromising between D&D's 2d6 and AD&D's percentile system; required unit commanders who affect morale and command; and some effects of formation (formations can be open or closed, and formed units are more effective than skirmishers and mobs). These are all sensible ways to model the emergent properties of units that a pure scaling approach would miss.

The notorious THAC0 (To Hit Armor Class 0) stat underlies Battlesystem's one unforced break from the RPG rules. Popular pressure at the time was moving design away from the venerable combat matrices and into this simpler and more transparent way to resolve hit rolls. Instead of just using THAC0, though, Battlesystem takes it as the basis to calculate an Attack Rating, factoring in a number of formation and tactical modifiers. Then, Attack Rating minus defending Armor Class plus 2d6 feeds into a table factoring in the attacker's damage die and giving the Hit Dice of expected enemy casualties per attacking figure. While this mechanism is clunkier than some of the other rules sets we'll consider, it does improve on the swingy, all-or-none d20 hit rolls of the RPG, in a nod to the bounded chance criterion. And the table is by no means deterministic. A unit of hobgoblins with 10 figures in the front line can do as much as 40 Hit Dice damage (on a lucky 2) or as little as 2 (on an unlucky 12).

Hidden in this table is a clever resolution of the problem I alluded to last time. To recap: literally applying the D&D combat rules en masse would result in much higher casualties in front-line clashes than historical battles ever knew. Even in the systems of the 80's, where one combat round was a glacial full minute, troops with average training and equipment would hit each other on, let's say, a 13 (40% chance), and deal, on average, killing damage with one weapon blow. After three rounds of this, there's only about a 20% chance that any individual would be missed three times. And so, close to half the fighting troops would be dead: nearly everyone who was hit twice and half those who were hit once.

In Battlesystem, one mass combat round equals three D&D rounds. And in that space of time, each figure, usually representing 10 troops, deals out on average 1 hit die of damage, enough to kill one of the aforementioned average individual troops. Instead of a 50% casualty rate per three minutes, we get the more historically bounded 10%. This pace, by the way, serves the incrementality criterion well -- it might take a few rounds of fighting before morale gets to the break point.

Why is skirmish combat held to be more lethal than mass combat? The answer would deserve its own post, explaining the gap between largely fictional views of heroic combat and the realities of military history and psychology.  For now, it's a sign of canny design instincts that the scaleability of the system is broken in the one place where it makes for both a better simulation and a better game.

Battlesystem is otherwise a typical miniatures rules set in its allowances for casualties, movement, command, morale, terrain, and so forth. But how does it do on the final criterion left, the interface between PCs and the mass battle? Even without the player characters fighting, a fantasy miniatures game has to factor in the doings of heroes, wizards, and outsized monsters -- both how they fare against troops, and how troops fare against them. 

Battlesystem introduces this heroic layer into the second helping of rules, the Intermediate Game. The options are interesting on paper: a PC can embed themselves into a unit, act as a commander or deputy commander of a unit, or range the battlefield freely as a hero.

As a unit member you might improve the unit's fighting ability somewhat, but you share the fate of the unit if it is destroyed or routed, rolling on a table to see if you survive albeit unconscious or badly wounded. This is not a very interesting or palatable role, but might be appropriate for lower-level characters who find themselves on the battlefield.

The commander is a defined role in the unit and is important for cohesion and command, and the rules also allow for higher-up commanding roles, right up to general. A deputy is there to step up if the commander is killed or incapacitated by magic or assassination. These rules are  on the whole less interesting than they could be. Commanders are immune to harm from military sources until their whole unit is killed, reducing the risk of battle and the chance for deputies to be promoted. What's more, command is incompatible with spell casting, but opens up a role for deputies to take command while the usual leader is brewing a spell. A unit commander will probably have to go along with orders, while more agency can be found in higher ranks - but how to convince the generals to let you in?

One gets the impression that the hero, shades of Chainmail, is the main way competent PCs are supposed to enter the battlefield. If heroes meet fellow individuals or monsters, they fight it out using normal rules, three rounds to one Battlesystem round. Damage between individual figures and units is easily translated, each figure being 10 individuals and hit dice being convertible 1:4 to hit points. In any round, only the most undermatched attackers can hope to do more than wound a figure, which translates to laying low 5 individual soldiers. Of course, area damage spells have much more potential.

These rules are generally satisfactory, but underplay the ability of individuals to target and eliminate enemy commanders, except through magic or (yuck) assassin abilities. Around the turn of the 18th century, revolutionary armies in America and France fielded sharpshooters or tirailleurs armed with longer-ranged rifles. Their mission was to harass units and pick off their leaders, to the great dismay of armies used to 18th century style - not cricket to target officers of noble blood! But eventually even the British army made use of such tactics. The fantasy equivalent would be, as a hero, charging the orc lieutenant commanding a battalion of 300 and cutting him down in a one-to-one duel. Allowing for such a mission would be more satisfying and consequential for would-be heroes than dealing out abstract figure-level wounds, and more equalizing for the balance between mid-level fighter-types and magic-users.

Overall, although suffering from some of the inelegance that lingers in 1980's game design, Battlesystem is a worthy old Studebaker of a ruleset that hits most of the desirables.

Next up: We turn to some of the new-old-school solutions.

Thursday, 23 March 2017

Cold Iron: Forgery and Reality

European folklore often paints fey creatures as allergic to iron. This supports the idea that people with Bronze or Stone age technology, defeated by iron-using peoples, passed into the victors' mythology as faeries and other weird beings. The first and finest expression of this belief in gaming comes from Runequest, where technology is Bronze Age, meteorite iron is rare and near-magical, and elves and trolls can't stand it.

As with so many other issues, Runequest had the elegant solution and D&D ham-fisted it. In a medieval, iron-using society, there's nothing special about the metal itself. Thus the peculiarity, in the AD&D Monster Manual, of seeing iron as the bane of demons and other evil creatures. And the backpedaling, in a couple of entries, to insist that only "cold iron" bans a ghast or harms a quasit.

Adding injury to St. Dunstan's insult.
As I understood this back in the day, "iron" must mean something different from steel. Most likely, the carbon involved in forging weapons in the medieval-Renaissance world somehow disrupted the mojo of iron, so you would have to special-order a mace head of the same stuff as your cauldron or door handle. And, it would be reasonably balancing to say that non-carbon iron couldn't make up a useful blade, because it would be too soft or brittle.

"Cold iron" is near-meaningless, more a poetic epithet than a technical term. Iron can't be extracted from ore without heat, and "cold forging" is a modern industrial term which assumes you can die-stamp a sheet of rolled iron (which passed through heat in the smelting and rolling processes). One obvious way to get iron "cold" is to chip it off a meteorite, but with what tools exactly?

Over the years, the D&D rules got cleaned up to the point where only this "cold iron" can harm some immune monsters, and the 3rd edition SRD lists it as a special material: "This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties ."

Well, but there's something too game-y balance-y about this solution, full of vague and passive rules-speak. "Stuff that harms the Weird is super expensive because it comes from a Place of Rareness." It makes sense but lacks resonance. The same goes for meteorite iron. I suppose if only dwarves or lost human races had the technology to whittle blades from meteorites that would sound a bit cooler. But ...

Why not have iron (as opposed to steel) just show up the ability of non-carbon-forged tools and household implements to resist the supernatural? After all, the silver that devils and werewolves fear is dirt-common in the D&D world. Silver pieces are crappy coins that make slightly more expensive sling bullets than lead. A party in my campaign once bought a silver teapot, filled it with sand, and swung it as a flail against the equivalent of wights. So why not have desperate halfling housewives fending off a quasit with a skillet? Or adventurers chucking their iron door spikes at ghasts? 

As a bonus, if elves can't stand iron spikes, it throws a little game balance into elven PC's who (at least in AD&D) are far superior to poor old humans.

Thursday, 4 June 2015

Security Through Oldschoolity

Recent discussions started by Kiel and continued on G+ have got me thinking about why completely separating an adventure's text from its map, or printing the map devoid of details, still seems like a viable idea to publishers. Is it just tradition?

Looking at the design of the first TSR modules, it seems clear that one goal was to have the map contain as little information as possible, so that an accidental peek by players behind the screen would not reveal too much.


Thus, the need to constantly flip back and forth between the big map and the numbered section of text, rather than using map insets in the text or text notes on the map.

This technique is what security experts call "security through obfuscation." By making things hard to find for yourself, you try to make them impossible to find for others. Closely related is the idea of "security through obscurity," which you also saw in old school Advanced D&D with the injunctions that players not be able to access the DM book or monster manual. And of course, the very cerulean color of the old-school maps is another security device, to make them unreadable by the xerographic technology of the day.

Today, with everything available online legally or illegally for most published modules, the best defense is just to assume that players are their own security; that they play not to defeat you, but to enjoy discovery and surprise;and that you the GM help them in this goal by keeping the map discreetly covered, but with whatever marks are necessary to help you run the game smoothly.

Wednesday, 13 May 2015

Improving 52 Pages: Overkill and Monster Experience

So if we are going to be handing out experience for monsters, and the 100 xp per hit die rule is generally good in my experience, there is one situation where it appears to fall down: overkill, where a higher-level party gets an overly large amount of experience for an encounter with six giant rats that is trivially dealt with.

To put it formally, a group in control of tactics is going to have a much easier time dealing with 8 x 1 HD orcs than 1 x 8 HD giant, for any number of game mechanical reasons. The danger ... the bad player behavior that you don't want the rule to encourage ... is that players will seek out weak rather than challenging combats in order to advance. And even if they don't (because that is a rather dim view of what they want in the game), they will have a weak encounter and realize it gave them quite a chunk of experience and wonder why the system is not pushing them toward the more exciting kind of play.

AD&D, as I've mentioned before, solved this just by giving very low xp awards for low-level monsters, altogether. Combine this with exponentially increasing the amounts of xp needed to level, and you have a situation where a high-level character effectively gets peanuts even from single-handedly wiping out a company of 100 orcs. Allow me to demonstrate the special technique of statistics:

That is not a typo: a single AD&D fighter, forced to gain experience only by fighting, has to kill 138 typical 1 hit die monsters to reach second level, so I've scaled everything from there. Going up in level, this number drops to a "manageable" 53 2nd level monsters to reach 3rd, but after 7th level experience required out-climbs monster experience again. To reach 10th level, over 15,000 orcs have to bite the dust under your sword, making your share of wiping out a small orc platoon seem negligible anyway.

(As I recall from playing AD&D, we were able to level at a reasonable pace not from monsters or even monetary treasure, but thanks to the generous experience awards for magic items. And you wonder, why the obsession with taking treasure and magic items away from the party...)

Of course, AD&D being AD&D, Gygax also put in a completely unnecessary rule toward the same goal, further complicating experience awards by instructing DM's to add up the levels and HD equivalent on each side after a combat, and dock the party proportional experience if they outpowered the foe. This rule, besides being cumbersome to apply and hedged round in even vaguer clouds of subjectivity, seems to be more appropriate to the original 100 xp/hit die rule.

My concession to this logic, within the 100 xp/HD system, was to have characters gain only 10% of the usual experience from monsters they outclassed by 2 or more level equivalents, and 50% if outclassing by 1 (although I didn't really apply this last one). In practice, however, even the 10% rule created an awkward splitting of points between higher and lower level party members.

Here's my latest try, and we'll see how it does in actual play.


Rather than using division, it uses subtraction: higher level characters simply discount one or two creatures of a sufficiently lower level. Although this appears in the "basic" 52 Pages rules that only go up to third level, the intent is to increase geometrically, so that 4 monsters per character are discounted at 3 levels up, 8 at 4 levels,, and so on.

If this means that an 8th level party of 5 can plow through a regiment of 320 orcs without getting any experience ... well, after the first 80 orcs or so fall without any casualties in return, the DM is better off just calling a rout than gaming through the whole tedious sequence, hoping to overwhelm the party tanks with a slew of lucky hit and damage rolls... lest we forget the lesson of the 100 linear attacking kobolds.

Wednesday, 9 April 2014

Demihumans In Hardcore Mode

The basic superiority of demihuman player characters bedeviled the first and second editions of AD&D and haunted later versions of the game. In AD&D you got a raftload of benefits for being an elf or a dwarf - languages, dark vision, special defenses. Also, there were stat bonuses and penalties you could optimize to your class so the bonuses really helped and the penalties didn't hurt, especially with the generous "4d6 drop lowest" method of generating scores.

Simply put, there were few reasons to take a human over an elf magic-user, a human over a dwarf or half-orc fighter, a human over a demi-human thief. Most campaigns wouldn't live long enough to push up against level limits, and multiclassing could soften their sting by packing as many levels as allowed into a more slowly-advancing, super-skilled character. Then there was that other curious drawback of elves, again only really relevant at high levels: the raise dead spell wouldn't work on them because they didn't have souls.

Usually (certainly, in D&D from 2000 on) the solution is to give humans extra skills, feats, ability scores to compensate. But the raise dead peculiarity suggests another solution. Most house rules I know have some way to mitigate death at zero HP, whether it be AD&D's "bleeding out" or the kind of "death and dismemberment" rules I use in my game. Why not have these options available only to humans, or at least give humans a greater chance of surviving at 0 hit points and below?

In effect, the benefits of being a demi-human would be balanced by making them like computer games' hardcore mode, where there are no saves and death is permanent. At the very least, for example, they would bleed out at -5 instead of -10 HP, or suffer a -2 penalty to a 2d6 dismemberment table. Most harshly, they would die at -1 HP, with just the tiniest saving grace at 0.


The setting rationale could go as follows:
  • Elves: Have no souls, their spirits once loosed from flesh are quick to return to the great beyond.
  • Half-orcs: Likewise a bit light in the soul department. If a DM really is serious about making their social stigma count in the campaign, then they can compensate by giving only 50% of the penalty, and likewise for half-elves.
  • Dwarves: Are tough, but when seriously injured, have a tendency to return to the native stone; dead dwarves turn to stone statues and can be stone-fleshed back to a point where healing can work for a little while.
  • Gnomes and halflings: Have really sweet afterlives full of rollercoasters and second breakfast, and don't bother sticking around in this vale of tears.
  • Humans: Are uncertain about their final destination, so cling tenaciously to life against the odds.
Really, if you play by-the-book AD&D, PCs have to be handed huge amounts of loot in order to level up, so buying raise dead spells eventually fulfils a safety-net niche similar to death and dismemberment - a risk you take with the system shock roll, but by no means the automatic end of the character. In that case, the elf drawback starts kicking in around third level or so when it becomes economically feasible to buy clerical services. But my new idea is more in line with how a lot of new-old-school DMs run games, and extends to all the demihuman races.

Friday, 5 July 2013

Gygax's Treasure Obsession and Mistake

Brendan's comment on my previous post had me going back to the first AD&D Dungeon Master's Guide trying to pinpoint exactly how the game progressed from the monster-related random treasure types in the Monster Manual and OD&D, to the "place what you will" philosophy that has ruled the game ever since.

Arguably, this hurt the game, as DMs became personally responsible for handing out treasure. Eventually the official advice for this became as structured as an office Christmas party gift exchange, with treasures carefully rationed out in a challenge- and level-appropriate manner. Gone from this approach, as from the DM-controlled approach to encounters, is the feeling of discovery for the DM that lets him or her participate in the players' exploration, when preparing an adventure from random elements or from a published module - both of which, of course, still allow for sensible adjustments.

I hardly need to point out that the first edition DMG is organizationally a mess. In this case information about generating treasure is scattered in three different parts - the section on gems and valuable items, tables in the back for generating random maps, hoards and magic items, and a fateful section on pp. 91-92 which gives Gygaxian advice on treasure.

The tables seem entirely compatible with the OD&D/Monster Manual approach, expanding on the OD&D magic item tables and providing random determination for hoards that might be guarded by traps, locks or puzzles rather than monsters. Trouble starts with the valuable items section; while eye-opening, it's hardly clear how furs, ivory, perfume and other luxury goods  fit into the random treasure system. And then in "Placement of Monetary Treasure" ...

"This is not a contradiction in the rules!"

This statement is the tip of a toxic iceberg that lurks hidden throughout the DMG. Gary has been burnt by high-treasure campaigns, and now it has become his white whale. Restrict acquisition of treasure - a party of 5 would have to defeat 333 orcs and pick up 333 of these exemplary 11-20 gp value troves to get the 10,000 xp required for most of them to make it to 2nd level! And wrest it out of players' hands wherever possible - through student-debt-sized training costs, taxes and levies, spell material costs! If by-the-book OD&D can be impossible to figure out, by-the-book AD&D is impossible to play and enjoy.

A bit later, Gygax gets more sensible with the example of two tough ogres guarding 2000 gp, and downright poetic in detailing the use of valuable items and equipment to compose the trove. However, this is still only a tiny fraction of the xp a 3rd-level party would need to make 4th level, the ogres themselves being worth at most 250 xp each. Clearly, AD&D was a game made to be played several times a week, with 40-50 encounters fueling advancement in each level.

A much healthier approach in the DMG, though presented as an afterthought without the authority of Gygax's ex cathedra rumblings, comes from the Appendix A random dungeon generation tables. There, 60% of monsters will have treasure and an average monster-guarded hoard works out to about 600 g.p. per dungeon level.

What has always been lacking, until about 3rd edition, was a comprehensive treasure table that would include all kinds of interesting and surprising finds, scaling well with the experience charts. This would let the DM be objective in placing treasure, while making the generation of adventures more of a surprise and less of a chore for him or her. The droughts or excesses of treasure that would worry some people can, of course, be dealt with intelligently - either allowing such variance as part of  the realism and excitement of the world, or filing off the rougher edges to give a steadier experience.

Monday, 20 May 2013

Reign of Wizardry: Unacknowledged Gygax Source?

The first AD&D Dungeon Master's Guide, as grognards well know, contains the touchstone Appendix N, in
Frazetta cover, 1964
which Gary Gygax lists literary influences on the game. One of the writers who appears without any specific works listed is Jack Williamson. I don't think anyone yet has realized that Williamson may well be the direct source for a few aspects of magic, monsters and adventures in AD&D.

Williamson is one of those science fiction writers I read as an adolescent without really absorbing his name. His career started in the 1920's and his last novel, a year before he died at age 98, was published in 2005. Along the way, he is credited for inventing such terms as "terraforming," "genetic engineering," and "Prime Directive" - the latter from his classic 1947 story "With Folded Hands," a wry subversion of the ideals in Asimov's contemporaneous Robot stories.

It's been assumed that Gygax's reference to Williamson's influence is indirect, and based on those science fiction works. Having just read Williamson's 1940 novel Reign of Wizardry, I'm not so sure of that. There are a number of telling resonances with the very specific elements of early D&D in this "sword, sandal and sorcery" novel of the ancient Greek world. The version that Gygax probably read was the 1964 Lancer paperback reissue.

Superficially, the setting resembles previous examples of the ancient-world pulp story such as Talbot Mundy's "Tros of Samothrace" series: a fantasy Theseus pursues a grudge against the sorcerous rulers of Minoan Crete. The writing is zesty, evocative and gritty. Williamson uses the well-known Greek myth as a springboard rather than crutch for the plot, which delivers more dizzying twists than Christopher Nolan or M. Night Shyamalan would dare try.

What about the D&D influence? I'll go from most obvious to most doubtful.

AD&D spellcasting: As Gygax's Advanced game increased the power of spellcasters with a plethora of new spells, it also limited them with increasingly specific rules on how spells were cast. One of the key elements: the detailing of verbal, somatic and material components, with terminology taken straight from Pratt and de Camp's Compleat Enchanter series. But in that series, all three were described as necessary components of spellcasting; while in the Player's Handbook, many spells lack one or more of the elements, complicating the question of whether a spell can be cast while bound or gagged. Where did Gygax get the idea to make the components optional for different spells?

At one point in Reign of Wizardry, Theseus is captured by the bad guys and tempts a greedy admiral with a story of buried treasure, which allegedly can only be retrieved by the magic of Theseus' ally, the craven minor wizard Snish. This gives a pretext to bring Snish to Theseus:
"He is the wizard," said Theseus. "But let the gag stay. He can use his spell without words -- if he wants to avoid being tortured" [...]
As it turns out, Snish can indeed cast his spells without verbal component, although this fact turns out very much to the admiral's disadvantage. I can't help but infer that the question came to Gygax's mind as a result of this scenario, or similar other ones in fantasy literature.

Iron golem: The iron golem in the Greyhawk supplement and AD&D has a number of abilities - slowing spell, poison gas cloud - without obvious precedent in fiction or legend. In Deities and Demigods, the Cretan construct Talos is described as a "triple iron golem." Reign of Wizardry has a memorable version of Talos as a giant, moving brass statue who is animated by an internal magical fire and causes steam when he wades in the sea. This aspect is probably inspired by the legend, in the classical Argonautica, that Talos would heat himself in a fire to give intruders a lethal embrace. But the internal sorcerous fire of Williamson's Talos seems to have inspired at least one trait of that D&D golem - being regenerated instead of harmed by fire damage. Perhaps the other abilities have an equally obscure fictional origin?

Specific spells: The sorcerers of Crete, including King Minos himself, hurl lightning bolts, while a very crucial spell known to the wizard Snish (and, it turns out, others) bears a distinct resemblance to the AD&D illusionist spell, change self, although the version in the novel lasts until you make close contact with another person and can be conferred on others.

Killer dungeon: The Labyrinth of Knossos appears near the end of the novel, as Theseus is once again captured and thrust into it without a light, there to be devoured by the Dark One, the Minotaur. The description as Theseus explores the depths may not have been directly influential. But it certainly resonates with what we know of Gygax's ideas about how the game should be played:
He went slowly, counting the steps and testing each carefully before he set his full weight on it. After sixty steps there was a small square landing and a turning in the passage; after sixty more, another. Upon the third landing his foot crushed something brittle, and his exploring hand found two skeletons [...]
Theseus left the remains and went on down, wondering what might be on the fourth landing. Again, he counted fifty-eight steps. But, where the fifty-ninth had been, there was -- nothing. Almost, moving with too great confidence, he had lost his balance.
Theseus proceeds to use logic and the skeletons' bones to find a way through the abyss in the darkness, and then reflects:
The way through the dwelling of the Dark One was clearly thick-set with peril. The most of those thrust into the labyrinth, he thought, must perish in this chasm he has passed. 
I'm reminded of this anecdote from Mike Mornard of a convention scenario run by Gygax, in which eight out of nine incautious would-be adventuring parties fell victim to a similar death pit in a stairway, concealed by a wall of darkness. While the direct connection can't be proved, the indirect one is evident. The kind of fiction Gygax read and enjoyed was directly reflected in the challenges he set for his players and the style of play that ended up being rewarded.

Thursday, 15 November 2012

Natural Nudity, Lewd Clothing

Following up the previous post, let's take history forward from the 1970's to now. In comparing the old controversy about the nudity in D&D art with more recent controversies about sexualization in D&D art, a few signal differences emerge.

The naked or topless females in OD&D and AD&D are mostly monsters, demons, or goddesses, like the harpy from last time or the memorable Loviatar. There's a certain amount of "realism" behind the nudity - how ridiculous does this foul carrion bird from 4th edition look in a smock?
Yes, she eats rotten flesh, befouls the food of others, lures men to their graves, but her only crime against decorum is daring to wear a brown breastplate with a blue skirt. (At the same time, it is notable that a lot of opportunities for male monster-nudity get passed over in those books, unlike the equal opportunity monsters of the present-day Otherworld miniatures line.)

But isn't it odd that the female adventurer pictures in old D&D are mostly reasonably clad and mostly not sexualized?
I have to grin a little because this generalization is based on a grand total of two female adventurers depicted in the 1st edition AD&D player handbook, and one more inside the DM Guide (though her and her party's adventures take up several illustrations). And feel free to point out the glaring exception: the metal-bikini Fay Wray on the DMG's cover.

Since those days, it seems that the "artistic nudity" or "realistic nudity" loopholes in mainstream gaming art have been sutured firmly shut. And yet, although more women are represented, their sexualization - particularly in player character representations - is even more evident. The difference between female and male representations, now as then, assumes that woman, not man, is the proper object of visual erotic delight.

I am reminded of Roland Barthes' essay which begins, "Striptease--at least Parisian striptease--is based on a contradiction: Woman is desexualized at the very moment when she is stripped naked." Eve, nude, has the possibility of being innocent; Eve, in pasties and G-string (or costumed with a cleavage window and thigh slits), does not. The covering of nipples and pubis satisfies the letter of the obscenity law, but sexuality is not a mere matter of obscenity. Going back to the infamous succubus from the AD&D Monster Manual, what's striking in light of adolescent memories is how covered up she actually is, by hair and pose and strategically placed limbs:


 Can you really say Pathfinder's present-day iconic character, Seoni, is much more covered up (except by tattoo ink)?
 
And those leggings and bustle/skirt/train call to mind Barthes' observation: "The end of the striptease is[...]  to signify, through the shedding of an incongruous and artificial clothing, nakedness as a natural vesture of woman, which amounts in the end to regaining a perfectly chaste state of the flesh." Except we never get to the innocent state of nudity here. Yes, we have many more female characters now than in AD&D1, but when so many of them look like this (and almost no male characters look like Riker in "Angel One"), is this really progress?

A real matriarchy would have him in short-shorts, too.

Next and last post in the series: What these issues mean to players today, and why the endless three-way flame war over sex, gender and art can be reduced to false premises.