This is the blog. Click here to go to the Zenopus Archives website.

Note: Many older posts on this blog are missing images, but can be viewed at the corresponding page in the Internet Archive

FEATURED POST

The Forgotten Smugglers' Cave: Index of Posts

An index of posts describing the Forgotten Smugglers' Cave, an adventure for Holmes Basic characters levels 2-4.                    ...

Showing posts with label Warlock. Show all posts
Showing posts with label Warlock. Show all posts

Monday, September 21, 2020

Grognardia interviews Chris Holmes

If you missed it, the newly resurrected Grognardia blog posted a new interview with Chris Holmes this past Friday. Chris answers ten questions, with lots of stories about discovering D&D in the mid-'70s.

Chris also recently guested on the Save for Half podcast, Episode 26.5: North Texas RPG Con, and back in the spring was on the Appendix N Book Club podcast, Episode 67 Edgar Rice Burroughs' Tarzan At the Earth's Core


Interview: Chris Holmes

Today's interview was a real treat for me. Chris Holmes, son of Dr J. Eric Holmes, kindly agreed to answer my questions about his own experiences with roleplaying, as well as the life and works of his father, whose Basic Set was the very first RPG I ever owned. 1.

Friday, October 4, 2019

Holmes' FLGS is closing


Gary Switzer, owner of Aero Hobbies, '70s to '00s. Source: A.H. FB page


Aero Hobbies, the game store in Santa Monica where J. Eric Holmes bought his first D&D rulebooks and many of his miniatures, will be closing at the end of October according to this recent news article:

Development Displaces 80-year-old Hobby Shop

A few years back Chris Holmes told to me that "It was very soon after [playing D&D for the first time] that Dad bought the rules at Aero Hobbies, including Warlock, Chainmail and the board game Dungeon". Eric Frasier, who played Murray the Mage, recently recalled that "I loved going to Aero Hobbies back when we were playing in that first D&D group of Eric's/ours. It was some of those visits that inspired my dad's comment to Eric [about the selling of minis] that they'd solved the age-old puzzle of turning lead into gold. :)"


Aero's name comes from from its original location in the same building as the Aero Theatre on Montana Avenue in Santa Monica, which is still located there. By the early '70s, Aero Hobbies had moved a few streets away to 1319 Santa Monica Blvd, an address I found in a 1976 issue of Lee Gold's Alarums & Excursions zine.

A gamer named Gary Switzer bought Aero in the early '70s - I'm not sure if this was before or after the move - and it quickly turned into one of the early centers of D&D activity in the L.A. area, along with Alarums & Excursions and Caltech's group that developed Warlock. One of the DMs in the Aero group, D. Daniel Wagner, created the first thief character class, which Switzer famously related to Gary Gygax in a phone call, leading Gygax to create the version that appeared in the Greyhawk supplement in 1975 (Wagner's version used ability lists rather than level-based percentile scores). The thief, or rogue as it is called these days, remains one of the four core classes of D&D, as evidenced by the current D&D Basic Rules.

In 1976 the same group published the Manual of Aurania, one of the earliest non-TSR D&D supplements with new classes and monsters. With Wagner's permission I posted several of these classes and monsters on this blog in 2013 (click on Aurania in the labels below to bring these up). A Kickstarter is now in the works to republish this together with the Libram of Aurania, a unpublished sequel, see the announcement on FB.

Wagner has a Q&A thread over on ODD74 (you will need to be logged in to read this), where he wrote that "[Holmes] had a character named Eric the Cleric. He liked one of my weird classes from the Manual of Aurania. But he usually ran a [demo] game for the kids, he only played with us a little."

Holmes & company used some of the classes of the Manual of Aurania in their games. The copy owned by Eric Frasier - along with his other game books - can be seen in Tales of Peril, and also appears on my Gaming Artifacts Page. On the late Holmes Basic G+ group, Chris wrote that "the Manual of Aurania inspired my Samurai character. We treated his armor like chain mail that weighed less". Holmes' game write-ups in Alarums & Excursion (reprinted in Tales of Peril) mention this Samurai character and also a Beorning, another new class from the Manual. 
This likely led to the memorable mentions of a "lawful werebear" and a "Samurai" in the "Additional Character Classes" section of the original Basic rulebook:
"Thus, an expedition might include, in addition to the four basic classes and races (human, elven, dwarven, hobbitish), a centaur, a lawful werebear, and a Japanese Samurai fighting man" (pg 7).
The article linked above quotes a long-time customer saying that Switzer "had a career painting miniature figurines so I could ask him for tips on painting my armies", and on the ODD74 thread, Wagner wrote: "at the time, Switzer was likely the best figure painter around." Some miniatures painted by Switzer appear in photos Chapter 11 ("Little Metal People") of Holmes' 1981 book, Fantasy Role-Playing Games. The Aero Hobbies website once had a gallery of minis painted by Switzer called "Gary's Townsfolk", and although they took it down at some point, I had saved one image; I've heard from a local that these minis are still on display in the store:


One of "Gary's Townsfolk". Source: A.H. website. 


The sculpt is C1019h Gipsy from the C1019 Villagers and Townspeople set (1988) from the Metal Magic line from Hobby Magic, and still for sale (Thanks to DM Carl of Save or Die, a true "Metal Guru", for this info). The magic 8-ball appears to be Gary's touch. 😎

Holmes was still frequenting Aero in the early '80s; his recently republished 1983 review of the Call of Cthulhu game mentions a tip for running the game given to him by Switzer.

Holmes left L.A. in the mid-'80s and the other early D&D innovators like Wagner also moved on, but Switzer kept the store running for decades in the same friendly manner. The photo at the top of the column, which shows Switzer behind the register, is likely from the early '90s due to the preponderance of the TORG RPG (West End Games) for sale. 
He moved Aero once in the mid-'90s, but only a little over a mile down the street to 2918 Santa Monica Blvd, still its current location. As described in the article linked above, after his untimely death from cancer in 2006, the store was bought by one of his former employees, who has kept it running in the same tradition until the forced closure due to redevelopment. In 2016 it had a brush with fame when it hosted an HBO Game of Thrones promo:

Maisie Williams (aka Arya Stark) Pranks Game of Thrones Fans

If you live in the area, you have a few more weeks to visit the shop; per their post on FB everything is on sale with increasing discounts each week.

Update: An old friend who lives in the area pointed me to this his business page which has a partial walk through of the interior of the store. They are still using "TSR Adventure Gaming" racks to display merchandise. : )

Friday, July 19, 2019

Save or Die! Podcast #154





I recently had the pleasure of returning as a guest on the podcast Save or Die!, this time with DMs Carl, Courtney and Chrispy, and it is now available for listening:
Save or Die! Adventure 154 - Holmes Basic
"The three hosts are together again in the latest Save Or Die! where we talk Holmes Basic with our guest the Arch Zenopus himself Zach of the Zenopus Archives. A SOD favorite gets reexplored as we take a deep dive into what makes Holmes Basic such an endearing part of D&D history."
Also, don't miss the Actual Play of the dungeon run by Carl, the first part of which is at the end of the episode (I'm not part of this).

Links for Further Reading on Topics Discussed on the Show:

The Warlock D&D Rules

Holmes Manuscript Part 3: "Elves Muse Decide"

Holmes Manuscript Part 16, covering attacks per round in combat

Holmes Manuscript Part 10, section on Magic Missile

Holmes Manuscript Part 17, section on The Parry

Article on origins of the Ochre Jelly and Blob

Summary of Tolkien References in the Blue Book

Holmes Manuscript Part 19: "If One Wanted to Use a Red Dragon..."

Holmes Manuscript Part 46: "Zenopus Built a Tower": intro to the Sample Dungeon

Zenopus Dungeon Factions, including the Thaumaturgist

Article in a New Cthulhu Zine, Bayt Al Azif issue #1

The Tower of Zenopus in Ghosts of Saltmarsh


Earlier Save or Die episodes that may be of interest:

Side Adventure 20: NTRPGCon Wrap Up 6/14/19 --- at 17:30 Carl talks about how I guested as his version of Zenopus in his Sat night Discos & Dragons game

Side Adventure 16: Favorite Boxed Set 1/7/19 --- at 8:50 Carl talks about Holmes Basic and mentions this site

Side Adventure 14: House Rules! with guest Chris Holmes 10/6/18

Episode 124: Save vs. Zenopus 7/17/16 --- my previous occasion as guest

Adventure 136: Michael Thomas on Journeymanne Rules 5/16/17

Side Adventure 12: J. Eric Holmes Seminar NTRPGCon 8/14/16 --- Audio recording of a  panel with Chris Holmes, Allan Grohe & myself 

Episode 122: Save vs. Chris Holmes 5/11/16

Episode 117: Save vs. Blueholme 11/16/15 --- guest Michael Thomas

Tuesday, February 27, 2018

Warlock influenced Chivalry & Sorcery




A new thread on Dragonsfoot asking about Chevalier led to a reply linking a 2013 post on the Castelli & Chimere blog that I vaguely remember. Chevalier is the original, unpublished version of Chivalry & Sorcery that is an original D&D variant rather than a stand-alone game. The story goes that Ed Simbalist and Wilf Backhaus brought this manuscript to Gen Con with the idea of selling it to TSR, but ended up instead selling it to FGU, where it was published with further revision as Chivalry & Sorcery in 1977. A very limited reprint of the Chevalier manuscript was made by the authors in 1999, from which a few scans are shown on the C&C blog, including the "Forward" shown above, the title of which reproduces the font and mispelling found in Men & Magic (Vol 1 of OD&D).

What I didn't notice previously was the role of Warlock - the 1975 OD&D variant from Caltech - in the development of Chevalier. I've written previously about Warlock and its influence on Holmes Basic; for a general overview see the post "WARLOCK or how to play D&D without playing D&D?" and for other articles mentioning it click the Warlock label at the bottom of this post.

Ed Simbalist writes not only that "Warlock gave further ideas. And Petal Throne presented the concept of an integrated world" but also that "CHEVALIER is not intended to be a replacement for Dungeons and Dragons. Indeed, to play CHEVALIER, one requries at least the three D&D volumes and the Greyhawk Supplement. The other supplements make playing even more complete. If one throws in Warlock for good measure, the picture becomes complete. However, CHEVALIER changed a good many of the rules and, and the prospective player is forewarned to read very, very carefully."

The Introduction to the original Warlock made a similar statement that it is "not intended to replace D&D, nor is it intended in any way to interfere with it". Both games went on to develop their own complete systems, with C&S in 1977 and the Complete Warlock books in 1978-1980.

Furthermore, I can see some specific influences of Warlock in the scans posted on the posted scans in that blog article.

The Elf advancement table is formatted similarly to the one in Warlock and the Fatigue dice are pretty close to the Hit Dice for Elves in the original 1975 Warlock rules.

The M-U spell list includes not just spells from OD&D but also ones original to Warlock.
From the portion shown:
1st level: Match, Silence (as a 1st level spell), Sound Amplification, Telescope
2nd level: Awaken (one of the Holmes A&E stories has this on a scroll), Create Sound, Detect Experience [Group], Detect Evil/Good (as separate 2nd level spells), Freeze Water, Hallucination, Measure Distance, Measure Volume

3rd level: Ball Lightning, Cone Cold, Continual Darkness, Dark Cone, Detect Clairvoyance, Detect Clairaudience, Detect Teleport, Heat Cone, Illusion I, Light Beam

I don't have the 1st edition of Chivalry & Sorcery for further comparison, but I imagine much of this was changed by the time it saw print in 1977. Even so, it's clear that Warlock provided a template for Simbalist and Backhaus in assembling their own D&D variant, an important step in developing the game that eventually led to C&S.

See also: 

Monday, February 8, 2016

The Warlock OD&D Spell Point System


From Warlock (1975), pages 6-7


It wasn't long after D&D was released in 1974 that fans began tinkering with the rules. One of the earliest published variants was Warlock, which appeared in the the Spartan Gaming Journal in August 1975. Holmes used this system in the games he ran with his sons prior to editing the Basic Set, and I've written about the possible influence of these rules on Holmes Basic. In Dragon #52, Holmes wrote that he tried to convince Gygax to include a spell point system in Basic D&D. As we know from the lack of these rules in D&D, Gary was not persuaded.

When Warlock was published the only available D&D books were the original set and the Greyhawk supplement, both of which it references. Now that these first two publications are available again as pdfs, it is a good time to go back and take a look at this spell point system that Holmes was a fan of. The presentation in Warlock is a bit scattershot, like the OD&D rules themselves, so I've tried to re-organize it here.

Above I've quoted a bit of Warlock's theory behind using spell points: M-U spells have two qualities, complexity (level) and effort required (spell points). Thus each spell is additionally assigned a spell point usage cost. 

The basic formula:
Spell Points (SP) per day = Level + Hit Points  + Int modifier 

Int modifier:
16+ : +1 point per HD
13-15: +1/2 point per HD
9-12: none
6-8: -1
4-5: -2
3: -3

Note that the HD system in Warlock is similar to the original d6-based HD system, with a M-U only getting a full d6 HD every other level. So HD here is not the same as Level.

Note also that Warlock uses the original OD&D Con modifier to HP (Con > 15 = +1 HP/HD, Con < 6 = -1 HP/HD), so a high Con only gives a small bonus to spell points.

Example (from pg 6)
A 5th level M-U (3d6 HD) with 9 HP with an average Int gets 14 SP 

5 + 9 + 0 = 14

"Life-Saving Margin": A M-U can exceed their SP only to safe their own life. The extra margin is the same as the character's "Death Level", which is the number of HP between unconsciousness and death (i.e., the "death's door" rule in later systems)

The calculation for the "Death Level" is explained in the section on combat (pg 29) and uses a complex formula: .03 x HP x CON score. The example given is a 10 HP character with 15 CON, yielding a 4.5 HP "Death Level" (.03 x 10 x 15), meaning the character can go to -4.5 HP before dying.  

Spell points get the same margin as Death Level, but when M-Us go below it they suffer the following consequences in lieu of dying: unconsciousness for d6 turns, movement slowed by one step, and loss of all other casting for the day (i.e., since they have no spell points left).
 
Memorization rules: This system is not "free casting". Despite having spell points, a M-U can still only cast based on what spells are known and memorized. At lower levels, the memorization tables are the same as OD&D; e.g. a 1st level MU can memorize one 1st level spell/day; a 3rd level M-U can memorize two 1st level and one 2nd level spells. Higher levels have some changes and go all the way up to level 40 (!).

Warlock does not include the "% chance to know" table from Greyhawk, but does suggest limiting available spells: "In beginning a series of games it is worthwhile to limit the spells available to magic-users. This gives them incentive for finding the lairs of hostile magic-users (in order find books of spells) or researching new spells" (pg 8).

Spell Point Cost for Individual Spells for Levels 1-3:
Warlock adds many spells to each level, but I've only listed the LBB & Greyhawk spells. Warlock mentions that they have only included some of the Greyhawk spells; others have their level changed. Obviously, this system was first worked out for the original spells and the new Greyhawk spells provided some complications.

Level 1
OD&D Vol 1 original list:
Detect Magic  1
Hold Portal  3
Read Magic  1
Read Languages  1
Protection/Evil  3
Light  3
Charm Person  4
Sleep  3

Greyhawk additions:
Shield  -- (not included)
Magic Missile 4 +1/missile (changed to Level 2)
Ventriloquism  2

Level 2
OD&D Vol 1 original list:
Detect Invisible  2
Levitate  4 + 1/turn
Phantasmal Forces  4
Locate Object  4
Invisibility  4

Wizard Lock  6
Detect Evil  1
ESP  2 + 1/turn
Continual Light  5
Knock  4


Greyhawk additions:
Darkness, 5' r.  3 + 1/turn
Strength  7 (changed to level 4)
Web  5 (changed to level 3)
Mirror Image  5 + 1/turn (changed to level 3)
Magic Mouth  3 +1 /turn (changed to level 3)
Pyrotechnics  5

Level 3
OD&D Vol 1 original list:
Fly  5 + 1/turn
Hold Person  5
Dispell Magic  5
Clairvoyance  3 + 1/turn
Clairaudience 
3 + 1/turn
Fire Ball  6
Lightning Bolt  5
Protection/Evil 10' r.  4
Invisibility 10' r.  5
Infravision  4
Slow Spell  5
Haste Spell  5
Protection/Normal Missiles  4
Water Breathing  4 +1/turn


Greyhawk additions:
Explosive Runes -- (not included)
Rope Trick  6 +1/turn
Suggestion -- (not included)
Monster Summoning I -- (not included)

Analysis/Examples:

M-U Level/HD/Average HP/Average SP (not including any bonuses for Int/Con)
1/ 1d6/ 3.5 / 4.5
2/ 1d6+2/ 5.5/ 7.5
3/ 2d6/ 7/ 10
4/ 2d6+2/ 9/ 13
5/ 3d6/ 10.5/ 15.5
6/ 3d6+2/ 12.5/ 18.5
7/ 4d6/ 14/ 21
8/ 4d6+2/ 16/ 24
9/ 5d6/ 17.5/ 26.5
10/ 5d6+2/ 19.5/ 28.5   

A 1st level M-U will have an average of 3-4 HP, and thus 4-5 spell points (SP), with a potential max of up to 9 spell points (1 for Level + 6 for HP + 1 for high Con + 1 for high Int). A single 1st level spell can be memorized. An average MU will be able to cast only one of the more powerful 1st level spells (Sleep, Charm Person), but an above average MU with more points may be able to cast one of these spells twice. Detect/Read Spells that only cost one point may be cast multiple times if chosen as the memorized spell.

A 3rd level M-U will have an average of 7 HP, and thus 10 SP with a potential max of 19 SP (3 for Level + 12 HP + 2 for high Con + 2 for high Int). Two 1st level and one 2nd level spell can be memorized. Magic Missile is a 2nd level spell in these rules with a cost of 4 +1/missile. An average M-U can cast Magic Missile and produce 1-5 missiles for 5-9 SP. An above average M-U with 18 SP could (among other options) cast Magic Missile three times with two missiles per casting for a total of 18 SP. 

OSR implications
Since this system layers on top of the existing memorization rules, it should be adaptable as an option for most OSR systems. It will be most easily used with systems similar to the original D&D rules (Swords & Wizardry Whitebox; Delving Deeper). Modification of the spell point formula/costs may be necessary for systems using a d4 HD and/or with higher HP and Int modifiers. A drawback is that it makes a M-U's power level much more dependent on HP rolls and Con bonuses.

The complications during play will be tracking spell points and remembering the varying spell point cost for each spell. Players should be able to write down this number next to the spell on their sheet and use it to keep track of their spell points when casting. Being able to cast additional spells will provide motivation for this extra work. It will be more of a pain for DMs because they will need to look up and track this for every NPC M-U.

Wednesday, July 16, 2014

TSR's response to Warlock


Guy Fullerton recently posted this early TSR advertisement on the Acaeum. It's from the back cover of the Spartan Simulation Gaming Journal, issue #10, August 1976. The ad looks like another iteration of the earliest D&D ad (posted on the Playing at the World blog) being identical to the 5th version that Jon posted, except for the addition of a Lizard Logo at the bottom, and a change from "VISIT A WORLD OF" to "TRY THE REAL THING!". 

As followers of this blog may remember, most of the the prior issue of Spartan, issue #9, was taken up with one of the earliest non-TSR D&D supplements, WARLOCK or how to play D&D without playing D&D. So it seems that TSR's reaction to the competition was to place this prominent ad on the back cover touting the genuine article. The prior issue didn't even have an ad in this location.

Guy also reports on the Acaeum something else that I have never seen mentioned anywhere - issue #10 also has errata for the original Warlock, specifically a page detailing the Thievish Abilities table, which was missing from the article in issue #9. Warlock gives Thieves a lists of abilities to choose from, organized by level like spells. There's a full table in the later Complete Warlock (1978), but it was missing from the original article, so it's good to learn that it was actually published. 

As an aside, Spartan was published by Balboa Game Company, which also published the Complete Warlock. Balboa was associated with The War House in Long Beach, CA, which is still in existence, possibly with the same owner as back then (Steve Lucky). See the comments to this post. There is a combined advertisement for Balboa Game and The War House on the back of my copy of the Complete Warlock.

Tuesday, January 21, 2014

Part 18: "Bruno Dies a Horrible Death"

Part 18 of a comparison of Holmes' manuscript with the published Basic Set rulebook. Turn to page 21-22 of your 'Blue Book' and follow along...

EXAMPLES

Who can forget Bruno's triumph in defeating the big goblin in single combat or his horrible death from a spider bite? These are the highs and lows of D&D. The combat examples are some of the best "flavor text" that Holmes contributed to Basic D&D, but also do an excellent job of showing how D&D combat is run, something that was missing but sorely needed in OD&D.


The first combat example, featuring Bruno versus the goblin, is identical in the manuscript and the published rulebook. Since there are only two combatants, the example doesn't reference rounds and thus doesn't show the two attacks per round for each combatant. 

SECOND EXAMPLE

This example is substantially the same as published, but with many small changes to the text, several of which result in significant changes, so I will go through it paragraph by paragraph.

First paragraph

The first difference is in the second sentence, where Holmes' 
original encounter was with "six giant spiders with 1 hit die each", which was changed to six large spiders with 1+1 HD. Giant spiders having but a single hit die may seem strange in light of later write-ups, but many of the "vermin of unusual size" (giant spiders, rats, centipedes, etc) never received a standardized write-up in OD&D prior to Holmes Basic. The first printing of the Holmes rulebook does not even contain an entry for spiders; they were added to the 2nd edition in November 1978, after the Monster Manual had been released.

Holmes' reference to the "Wandering Monster Table" (which we covered in Part 7) probably refers to entry 8 on the level 1 table, "Spiders". As I mentioned previously, this table is the same as in Greyhawk. Back in OD&D, Vol 2, vermin are covered by entries for "Insects or Small Animals" and "Large Insects or Animals". The former indicates that "These can be any of a huge variety of creatures such as wolves, centipedes, snakes and spiders. Any hit will kill the smaller, while larger beasts (such as wolves) will receive one Hit Die". This is possibly where Holmes sourced his 1 HD for giant spiders. I'll discuss this further in the section on Monsters.

In the third sentence, 
Holmes again used the name "Flubbit" for his wizard (see Part 9), and this was changed to "Malchor" by Gygax/TSR. As mentioned previously, the name "Flubbit" originated in the description of the spell "Magic Mouth" in the Greyhawk supplement.

In the eighth sentence, Holmes gives his giant spiders an armor class of "3 (plate)", which is scaled back to "8 (shield)". Thus as originally written in this encounter, Holmes' "giant spiders" had only a single hit dice but were heavily armored.

This sentence, in both Holmes' original and as published, also contains the statement that "the range is medium for the longbow", but this is after stating that the spiders are "50 feet away and coming fast", which per the missile fire table is short range for a longbow.

In the ninth sentence, the spider's hit point calculation is changed from "comes up a 4" to "comes up a 3 (+1), equalling 4 hit points". This change was necessitated by the hit dice change from 1 to 1+1, and also conveniently demonstrates how hit points are calculated for a creature with a hit dice bonus.

In the eleventh sentence, the last two missed arrow shots are changed from 8 and 12 to 6 and 9, because a 12 would hit armor class 8. The end of this sentence is also changed from "the shafts bounce off the beast's armor" to "the shafts miss!", either because Gygax did not envision armor class 8 as being armored or to avoid the potentially confusing idea that a "miss" can actually hit but not do damage. Note, however, that another reference in the next paragraph to the spider's "armored head" was not changed.

Second paragraph:

In the manuscript, this paragraph provides a clear example of two melee attacks per combatant in a single round, with the attacks alternating in order of dexterity. The entire paragraph is dedicated to a single round, ending with "The first round of melee is over!". 
TSR changes this single round to two rounds of melee. Thus, in the manuscript Bruno dies during the second set of blows in the first round of melee, but in the published version he dies in the second round. Bruno's second attack roll is also changed from a 13, which would miss armor class 3 but hit armor class 8, to a 10 which just misses armor class 8.

Third paragraph:

In the manuscript the first two sentences of this paragraph read "In the second round Mogo rolls a 4 and a 10, and so fails to strike a vital area through the spider's armor. The spider rolls a 6 and a 10, both misses". This again makes clear reference to each combatant getting "two blows" in a single melee round. In the published version these two sentences into one that removes the reference to the "second round". Each combatant is still given two attacks, but as we will see below, the published version instead counts this as two more rounds. Thus, in the published version four rounds have now elapsed instead of two. 

Fourth paragraph:

In the manuscript this paragraph begins with reference to the third round of combat, which is changed to the fifth round as published, and Mogo gets two swings in the last setence, which are changed to a single swing. The published version also adds a note that the saving throw is "(adjusted according to the weak poison of the spider)". This reflects the description of the "large spider" in the later published Monster Manual (Dec 1977) and the revised Basic rulebook (Nov 1978). As mentioned above, the early printings of the Basic rulebook do not include Spider in the Monster List, so in those printings this reference is cryptic. Presumably, Gygax was working off his draft of the Monster Manual material when he edited this section.
 
Fifth Paragraph:

Again, the reference the third round of combat ("three melee rounds have gone by") is changed to the fifth ("five melee rounds have gone by"). The only other change here is that "Clarissa the Cleric" becomes "Priestess Clarissa", giving her the "level title" for a third level cleric. On the OD&D74 forums, Manual of Aurania co-author D. Daniel Wagner remembered Holmes playing at character named "Eric the Cleric" in a game at Aero Hobbies.

Comment

This single paragraph section follows the combat examples and provides further commentary on combat. There are no changes between the manuscript and the published version. 

In this section Holmes presents a general order of combat: spells-missile fire-melee. This is not found in OD&D, but is present in the Warlock rules, which I've discussed previously; see "The Influence of Warlock on Holmes Basic Combat".

Holmes also gives some guidance on spell casting by magic-users: "If a magic-user is not involved in the melee he can get another spell off after 1 or more melee rounds have gone by". This statement makes it clear that only a single spell can be cast per round despite regular melee weapons getting two attacks per round. It is also the closest that Holmes comes to describing a "casting time", something not generally found in OD&D (although the Eldritch Wizardry alternate initiative system touches on this). 

Holmes continues, "If he is personally attacked he can't concentrate to use his magic but must draw his dagger and defend his skin!". There is no "spell disruption" in OD&D or Holmes, and while this statement is not crystal clear, it can be interpreted that if a wizard is engaged in combat they won't be able to cast the next round.

For the source of this rule in Chainmail and/or Swords & Spells, see here:
https://www.dragonsfoot.org/forums/viewtopic.php?p=1953343#p1953343

Continue on to 
Part 19: "If One Wanted to Use a Red Dragon" (Intro to Monsters)
Or Go Back to Part 17: "Highest Dexterity Strikes First" (Melee)
Or Go Back to the Index: The Holmes Manuscript