The Franco-Angevin Wars Continue! (More Richard I the Lion Heart)

The first three games of our series of Richard I the Lion Heart went “Surrender for Richard” (Dad wins), “Philip captured, French Army routed, Richard dies in battle” (draw), and “Philip stalls Richard, deploying troops everywhere, refusing to fight in pitched battles, conquers Touraine and Maine, endlessly subverts vassals, and wears Richard down to a state of recklessness, at which point he falls in battle” (I win).

We played another game to break the 1-1-1 set, and my dad wanted a second go as Richard. I enacted a similar strategy as in the previous game, using Philip and the Count of Au to move troops to French border castles where Richard would hopefully be bogged down. My dad spent next to nothing on diplomacy in the first turn, which mean on one hand, he had a lot of troops, but on the other hand, almost of his provinces were in rebellion.

Rather than get stuck in sieges or get wiped out early on, I sacrificed my siege trains and would send Philip and the Count out of Normandy to meet up with the rebelling barons. By the second year, I had a massive surplus of funds to replenish lost troops. So, even though I hadn’t won any battles (nor even stood to fight), I was never in too bad a shape, and Philip could always escape. Despite having a field army considerably damaged and bruised, I maintained several strongholds in Normandy with very large (in some cases unassailable) garrisons. The game ended rather early with Richard dying in a siege.

While this broke the tied set in my favor, it meant that Richard was 0-4. I wanted to give it one last go as Richard myself before we put this one to bed.

We’re only into the second year of this one, but I think I may have this one in the bag as Richard. I’ll admit that while I was lucky in that, while the diplomacy phase was a wash for vassals mostly, Baldwin of Flanders joined my cause for 1194. My dad had sent Philip down with most of the troops and the French siege train to subjugate Touraine, which meant the only real opposition in Normandy was the Count of Au with a small force along the border trying to harangue loyal English border castles.

I put everything I had on Caen to take it early, and a lucky first turn roll meant no siege. Rather than having Richard lead a mighty charge, I used him to move and reposition some troops to hold the fort on the road to Maine and reinforce the loyal border castles. Meanwhile, I sent Mercadier with the siege train and some of the troops north towards Dieppe, where he would meet Baldwin and take the city. The Marshal took most of the rest of Richard’s forces and went about overawing French border castles and burning them to the ground. Richard, meanwhile, stayed behind with John in an administrative capacity, only jumping in once to raise the bonus on a siege attack that I desperately wanted to win before the winter turn of 1194/1195.

All that’s left right now for Richard to win are two border castles, Gisors, and Les Andelys. Plus, Gisors has only one SP of garrison left. Best of all, I’ve used Richard so sparingly that there’s a 0% chance of his death! [Death # starts at 15, goes down by one each turn Richard is in battle, and goes up by one each winter—having only made two attacks with Richard in 1194, going into 1195, his # is 14; needless to say, it is impossible to roll over 14 on 2d6.]

I didn’t spend any money on knights, because I’m hoping I can wrap this up without any pitched battles. Though Philip seized Maine at the end of 1194, I have 15 SP + 5 garrison SP (worth 40 total should Philip try to storm) in the castle blocking the road. My goal in the next two turns is to have Marshal and Mercadier take most of the troops between them to overawe the two remaining border forts. All I need is kill a single SP of garrison in Gisors, so I’ll leave just enough SP with Richard to see that it’s a sure thing. This should all be accomplished in the March turn.

If either of the two border forts don’t fall in the initial assault, I’ll send in John to move some extra troops to knock it out in the April turn. If neither falls, it could be a problem, but Mercadier and Marshal both have attack bonuses that should guarantee I take AT LEAST one with the odds I have. Regardless of the fort situation, as soon as Gisors falls, the siege train will move on Les Andelys with Richard. It would be a coup if I took it in the first round of battle in April. If things go into May, it may be a bit dicey.

Where Philip is right now, he can’t do anything that would reverse my fortunes in March. He could harry my fort on the road to Maine, but almost certainly could not take it in a single turn. He could take the road from Maine back into France and try to confront Richard’s rampaging troops. Unfortunately for him, it would take until the bottom half of the April turn to get there. So, I have two turns to knock out 4 strongholds. I am very confident I can take 3 of them.

If it comes to a pitched battle, Philip DOES have knights with him, but Richard’s generals are good enough that in a meeting battle, if one does happen between all of the English and all of the French troops outside of Les Andelys, they should be able to hold their own. The problem will be that this is the likely outcome: the English knaves slaughter the French knaves; the French knights slaughter the English knaves; one side retreats; even if the English come out with an army intact, they will not be able to challenge the French knights on the battlefield; the French knights alone will not be enough to trap an English army taking respite in a fortress; the war drags on for another year.

If it comes down to that, I do have a few things going in my favor: each stronghold in Normandy gives me 12k ducats, and I have 5 out of 6; Normandy pledged its loyalty to me for the 1195 year; Les Andelys is neutral, so even if I can’t take it, there’s a very good chance Philip can’t either, and he will be unable to garrison it with his own troops against me over the winter 1195/1196 turn. The troops I would be able to muster for 1196 ought to be enough to take out whatever’s left that needs to be taken in a single blow.

I’ll be honest: we’ve probably be playing the game wrong the whole time. In fact, I know in one spot we’re doing wrong out of convenience [a single roll for combat with results multiplied by the total troop number, rather than rolling an individual attack for every ten SP and a “partial” attack for numbers under 10]. The rules could stand to be a little clearer in places… But overall, this has been one of our favorite beer & pretzels wargames.

I’ll let you know how things turned out next week.

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More King Richard!

This week, we wrapped up our second game of Richard I the Lion Heart; though the English forces utterly routed the French and captured Philip Augustus, Richard fell on the field of battle a few miles north of Maine’s border with Normandy. We called it a draw, though in retrospect it would be a long-term strategic victory for France; Philip would eventually be ransomed. The biggie would be that he would be substantially weakened in his dealing with John, and John, without perpetual holy wars with France, might avoid having to sign the Magna Carta.

It’s a game that you have to slow-play to win. I got over-eager, in part, because my dad wanted to call it, and I wanted things to go out in one last big battle, at least. I’d have likely won before the game-year was out, because there were only a couple places left in Normandy I had to take, and with Philip and the Count of Au left with maybe a 1/5th of my total forces, there wasn’t a lot they could do to seriously interfere with the ongoing sieges.

I’m trying this time as the French, and adopting a long-game stalling strategy. I used Philip to deploy garrisons in the towns and forts along the French and Norman borders, then bugged out with siege train to create trouble in Touraine. The Count of Au did similarly in the northern area of the border, but being slow, got himself caught and captured in a siege. I’m still debating whether or not it would be worth trying to ransom him back. I certainly wouldn’t want to overpay for him; he’s really not that good. But on the other hand, just having a guy around in the same province makes other strongholds more difficult to besiege. Plus, he’s the only thing besides rebelling vassal barons that Philip can use to keep from being out-maneuvered.

So, the goal and strategy:

  • create delays in Normandy, but don’t actively fight for it.
  • fight for and besiege the unguarded western Angevin holdings
    • Deny money and troops from Richard’s vassals
    • Line the French coffers with Angevin wealth
    • Build an unbeatable army of French knights while Richard’s forces dwindle
  • return to Normandy with troops to not confront, but to further delay Richard
  • wait for fate to take its course and for Richard to take an arrow through the neck

The Ghouls’ Chapel

Last session, we had our largest party yet. One of the new players rolled a Cleric and I convinced another to play a MU to take advantage of the surfeit of scrolls the party had stockpiled.

A player who’d been a Fighter the previous session misplaced his character sheet for a bit (it was found later that evening) so ran a Cleric. The guy whose thief died last session rolled another thief, and we still had a thief who lived and was level 2.

Unfortunately, someone who’d played a fighter last session wasn’t there and had taken his character sheet and the party’s +1/+3 vs undead sword with him.

With some Clerics finally in the party, they had a bit of the benefit of the NPC party being led by a fellow member of the order. They got to know the layout of the lower abbey, some more of its history, and what the order was looking for. I figure I’ll give them more hints as they level up. If they survive…

On the way in, they noticed one of the 4 saint statues at a principal junction had been removed, but more on that later. They found the old abbot’s cell, looting it of some, but not all of its treasure (they missed out on the +1 robes). They also checked various doors that opened onto solid walls of dirt and rocks and figured out that a small central garden had probably been buried with the rest of the temple.

In the well-house, one of the thieves found the “back entrance” to the artificer’s workshop, but determined they’d be unable to easily carry any of the heavy loot through the side tunnel and back up the well. He went back up before any of the metal walkers (think children of Karras)  made their patrols through the room.

The party found a workshop for making soaps using the herbs and flowers from the now-buried garden before checking out the southeast corner of the abbey, which is just above the entrance to the crypts.

Here, there was a room full of smashed up and battered skeletons, all outside a door with the cryptic phrase “Beware the life-curse” and an indistinguishable reference to “the Blessed Resurrection”.

One of the clerics opened the door and stepped into the room, which had a large capstone on the floor with sigils. Nine ghouls sprung out of various alcoves and were all over the cleric. And somehow, out of nearly 30 attacks, all of the ghouls missed! To be fair, the cleric was in plate and had something like AC 1 or 2, but still!

There was a brief argument about the treasure value of scrolls vs. their situational efficacy, which ended in the MU fireballing the room. But with 13 damage rolled, and half of the ghouls making their saves and clinging on with 1 HP, they weren’t out of the woods by a longshot. Oh, and the Cleric was barbecued and the loot from the soap room ruined. The party managed to kill most of the rest of the ghouls, but one lone ghoul kept dodging and taking down party members one-by-one. The MU was prepared to run when the thief finally got him. I would’ve laughed if a single 1HP ghoul had TPKed them after his buddies had all been killed.

The party waited for their paralyzed companions to come round while they gathered the coin treasure that had been scattered throughout the room (the fireball had shattered the jars that coins were in). They left the charred meat of their cleric friend on the capstone to see if that would bring him back to life. I mean, it will, but they’re not doing it right, and when it works, it won’t be what they were hoping for. Other than the faded wraiths guarding the stash of holy equipment, level 2 has been mostly empty. Because as soon as they open that capstone, the abbey will become haunted as fuck when the sealed powers of the least-lich necromancer who’s been buried there will seep out and taint everything.

On the way out of the dungeon, they ran across the NPC party trying to move out the other two statues (this time without the help of the elf’s magic; she’s a scroller and only had one Floating Disc). Unfortunately, the party had their hands full with other loot and were pretty banged up, so they declined to help the NPC party with the last statue. So, they’re slowly losing a chance to get any XP for those, or the saint statues in the library.

Still, the party got a decent haul for the session, with just over 900 XP per person. That was enough to bump the longest-lived thief up to level 3.

The only thing the party has left, really, of the lower abbey is the sealed annex to the artificer’s workshop and the more-or-less empty monks’ cells. If and when they unseal the capstone, there may be more stuff in this level of the dungeon again, but things are pretty cleared.

If I remember, tomorrow I’ll post my map of the lower abbey with my notes for it.

Death Crypt of the Ultralich – The North Library

Since my players have only explored the north part of the second level of the dungeon, I’ll avoid posting it here for now. But I will eventually, I promise.

This is a faction sub-dungeon off the north of second level. It’s the monastery’s library and at one time, it boasted a rather impressive collection. Some of it is still intact. The large collection of knowledge attracted a clan of Mage Spiders who have peacefully inhabited the ruin for nearly 200 years. Content to study the old scrolls and tomes, none have bothered the nearby village in all their time occupying the site.

If cleared out, other inhabitants from the wild or brigands might take up occupation here in this easily defended complex.

Note that the southern defenses are included on a different map. Because of the open layout of the interior, spiderlings will be quick to spread the word about intruders so that the other spiders can mount a coordinated defense. The exits lead to the north side of the hill; it’s an easy climb back up to the historical marker the level 1 entrance and only adds maybe 5-10 minutes or so to the walk back to town.

Dungeon Level 2 - Library

  1. An owlbear has made its lair here. 3k SP. 3 jewelry 800 GP each. Sword +1/+3 Undead. [1a: webs in this hall discourage the owlbear from bothering the spiders]
  2. Spider Archmage – 6HD, AC5 – Read Magic, Charm Person, Magic Missile, Phantasmal Force / Scrolls: Ventriloquism, Charm Person, Protection from Evil, Levitate, ESP / Ring of Protection +1. 2 Spiderlings 2HD AC7.
  3. 1000 gp in a chest. 100 jars of ink % still good. 20 blank codexes. 100 feather quills. 4 crates of good paper.
  4. Reading Room. 1 Spider Mage 3HD – Magic Missile, Read Magic, Light / Scrolls: Mirror image, Locate Object
  5. Lower Stacks. 1d4 Crab Spiders, 2d4 Spiderlings. Scrolls: Continuous Light, Locate Object, Mirror Image, Fireball, Know Alignment, Bless, Snake Charm, Growth of Animals
  6. Reading Room. 1 Spider Mage 3HD – Detect magic, Protection from Good, Silence 15′. 2 Spiderlings 2HD AC7. 1 Prayer book w/cleric scroll Protection From Magic, Detect Evil, Detect Magic, Remove Fear, Protection from Evil.
  7. Scriptorium. 1d4 Spiderlings. Golden quill (100gp)
  8. 1d4 Spiderlings. 3x illuminated manuscripts (150 gp each)
  9. Upper Stacks. Spider Mage 3HD – Floating Disk, Read Languages, Phantasmal Force. 2d4 Spiderlings. 10 books 20gp each + scrolls: Shield, Ventriloquism, Detect Magic, Phantasmal Force/ [cleric scrolls] Light, Protection From Evil, Detect Magic, Snake Charm.
  10. Webs cover this statue of a saint. 1 Black Widow
  11. Webs cover this statue of a saint. 1 Tarantella

Death Crypt of the Ultralich – Level 1

I’ve been meaning to post these, and now that there’s no chance that the players might be seeing portions of the dungeon that they haven’t explored yet, I can finally start.

These will give you an idea of what I’m working with, and I’m copying my key notes word for word from my legal pad. The great thing about this dungeon has been I’ve managed to run most of my sessions with virtually no prep-work beyond what’s already written down on my notepad. Mostly, I’ve just been winging it, which is good, because I haven’t had time to do much else.

I’ll note that the first floor is rather empty at the moment; this is meant to be an exploration-themed game, so I didn’t want it to be stacked floor to ceiling with monsters. Plus, as in-game time progresses, the side tunnels will be excavated and vagrants or monsters might start taking up residence in this upper level.

Short version of the setting:

-Big war between wizards 500 years ago.
-Monastery was built on the site of… something important that happened during the war.
-300-400 years ago, the monastery was buried by “rain of dirt” (probably a volcano)
-200-300 years ago, a smaller monastery was built on the origin site; it too was buried by a “rain of dirt”.
– < 100 years ago, small town was founded near the site; rather than build another monastery, they put a historical marker on top of the hill underneath which the ruins are buried.
-Present day: at the founding day festival, history wonks are showing up to see the marker because it’s the anniversary of the end of the wizard war, so it’s a bigger deal than usual. The young son of a local innkeeper is out playing on top of the hill when he falls down a sinkhole and into the upper gallery of the newer temple.

Dungeon Level 1.png

  1. Stone debris & dirt. Boy huddled & leg hurt
  2. Empty room w/dusty floors.
  3. Large, high-ceilinged room. 1d100 bats + 1d10 giant bats.
  4. Dusty, empty room.
  5. Broken, rotten barrels. Floor is stained.
  6. Empty room w/cracked flagstone floors. 5 “caches” 1 empty; 2 w/2d4 centipedes; 1 w/silver dagger + 2d4 centipedes; 1 w/scroll of Light
  7. Empty room w/cracked flagstone floors, 3 “caches” 2 empty; 1 2d4 centipedes + sack of 5d10 gp.
  8. 6 stone benches. Small piece of tooled metal
  9. Very dusty shelves. 2 empty glass bottles. Cloth fragments on floor. Mice
  10. Mouse & rat droppings. Venomous snake hiding in NW corner hole in wall.
  11. Wooden detritus; 5d10 rats + 3d6 giant rats; 4 silver torchieres (100 GP each)
  12. 2 rows of stone benches, cobwebs. Altar w/2 gold candlesticks (25 GP each). Hole down in west transept hidden by webs. 50/50 mage spider is here, will cast sleep [scroll] then flee.
  13. 2HD mage spider (will cast shield from a scroll; also knows Darkness). Scroll w/sleep + magic missile. Table. Skeleton. Holy Symbol (silver). Chest 500gp.

Mass Combat System Play Analysis

So, Friday before last, I got to test run my mass combat system. Essentially, I tricked my players into playing a hex & chit wargame with my by disguising it as Dungeons & Dragons, but it actually went really well! Much better than I expected, in fact.

The sides were comprised of about 40k humans, elves, dwarves, and halflings and just over 100k (mostly low-level) undead. The PC factions were led by 20th level Humans and max-level demihumans, while the undead were led by 9HD vampires and a level 30 MU lich.

Most undead units were 5k in size, each taking up 2 hexes. Smaller units (1000 or less) took up 1 hex and ignored facing rules, and a pair of 10k strong human infantry took up 3 hexes.

The undead’s objectives were to a)Cross the map with one of a various combination of units or b)kill a certain number of the PC heroes. The PC’s objectives were to either a)eliminate 6 units, b) destroy the lich’s siege engines, or c) force the lich to use half of his spells.

While I gave my players a few options of how they could set-up (envelopment, one-sided flanks, meeting engagement, or a prepared defense), they opted to run a prepared line defense in the middle, with cavalry on the flanks.

In about 11 turns over the course of 5 hours, the PC’s pulled off a stunning upset victory against the Lich.

Here’s why:

  • I forgot to put Permanent Fly on the Lich; I wasn’t going to pull a fast one after I’d already showed everyone the ins and outs of what I’d be running. This deprived him of his ability to do ranged spell damage as often as he should’ve been able to.
  • I allowed some of the smaller “special” units of undead to count towards the 6 unit count; I also forgot that I shouldn’t have allowed wights to take casualties from normal units.
  • The lich had no missile troops. My players did pretty well with their archers and skirmishers. While I did manage to collapse their left flank, many of my troops did so right into clerics who could blow up the weaker skellies.
  • Vampires are too weak to go up against the PC party I’d created pre-gens for; I should’ve used much more powerful undead, but I wanted to keep things simple.
  • Magic Missile was broken; I’ll fix it when I rewrite the rules; it should’ve been a fixed amount of damage based on the unit size (perhaps in relation to the target unit’s average HD) rather than multiplied by the die-roll. The elves were doing maybe 1/3 to half a brigade worth of damage per round.
  • Because I did not want to deal with 3 full levels of spells I didn’t have physical books for, the Lich didn’t have a number of abilities and additional reality-shaping spells that would’ve made this a cakewalk. As such, while he did death-touch a 20th level fighter at one point and began to rout PC units just by wading into the fray himself, he couldn’t have held his own if the PCs ganged up on him, in large part because of an absence of “contingencies”.

Here’s what worked:

  • The combat damage system. Once everyone wrapped their head around how easy it was to figure 10% of the highest two digits, calculating damage was a breeze. The rolls to hit and against armor class were simple enough that the players figured out how the system worked pretty quickly.
  • Leader Combat. Well, okay, it kind of worked. It needs to be improved maybe, or maybe implementing it on a smaller scale would work better. Really, the PCs cleaved through the Vampire colonels like butter; the unit regulars could only hit PCs on 20 and even the Vampires had a tough job of landing a blow on the heavily armored PCs.
  • Cavalry are weak in numbers but can do massive damage. They do the most damage with charges. It made me smile when the players came to the realization on their own that they were using their cavalry wrong; they realized what they SHOULD have been doing was, instead of leaving their cavalry in melee, withdrawing after a charge, regrouping far enough away that they couldn’t be attacked by a charging unit, then charge again from a flank to get the charge damage bonus.
  • Turning worked almost just as planned. 2d6 x 10% of a cleric unit divided by the defending unit’s hit dice. I required that the unit the clerics were attempting to turn must have line of sight on the cleric unit. This meant that cleric units staying behind other units, performing first aid, couldn’t turn; they had to come out where the undead could see them.
  • Giving the cleric units a 3 shot ability to prevent ½ damage to an adjacent unit, up to the total number of clerics in the unit, worked pretty well.

Here’s what was a little iffy:

  • The Combat Order in general worked just fine, and I’m still sold on doing initiative per melee, though the players did say that it slowed things down a bit. BUT if you weren’t using initiative per melee, I’d probably go with the following order within the combat phase:
    • Declare unit combat pairings and splits
    • Unpaired attackers do their damage first
    • Paired/split attackers do damage simultaneously (i.e. use the unit sizes of all units at the beginning of combat to calculate damage, rather initiative-loser potentially takes losses and inflicts fewer casualties)Now what’s with split attacks? When units were being attacked by more than one unit, I allowed the defending unit to make attacks against all attackers, splitting damage proportionally.
  • Magic. Some of the spells worked out, others didn’t. The biggest problem was that I used 1d6+1 x 10% of the casting unit calculate damage for Magic Missile. While it was fine for the 500 strong MU unit, it made the 3500 strong elf unit a murder machine. Additionally, there are just some spells that either don’t really work for mass combat or would require some additional development

Here’s what could stand some further development:

  • Accounting for hit die differences. This isn’t something I did, in part because a) I didn’t have time and b) it would’ve bogged down an initial test more than I wanted. I DID have one unit of 100 bone golems where I had their HP as the true unit strength, and, because they were a small unit, each individual could inflict a kill. So, with 4 attacks, the unit could theoretically kill 400 per round while they had an effective HP of 2400 instead of 100.I treated the PC units as “elites”, using the 2nd column of the to-hit and saves, and the ability to cast spells as a 5th level MU x3. This didn’t mean that everyone in the unit was 5th level, just that the average quality of the troop was such that it had a to hit bonus and a save bonus. This wasn’t reflected in unit strength/hit dice.

    The starkest difference was between skeletons and zombies, 1 hit die monsters vs. 2 hit die monsters; in theory, the zombies should be twice as hard to kill. I didn’t treat it that way (except for Turn results). You could do some tweaks to kills, where there’s a base 10% damage then reduce it proportionally by the number of hit dice. For monsters with more than 3 hit die, I think it makes sense to treat them like I did the Bone Golems (a large group of individuals attacking and simultaneously, while tracking the collective HP, but not treating them truly as a regular unit per the system). Because really, when the bone golems attacked, I was rolling 4 attacks for each one once rather than 100 times, and therefore assumed that those attacks all succeeded against individuals in the defending units rather than an attack against the unit itself using unit to unit resolution. This may actually be the best fix, as it can account for smaller numbers of large monsters (ogres, owl bears, whatever) fighting against mass combat scale units. The entire unit may not be attacking monsters, but all of the monsters are attacking someone in the unit.

  • Morale. The morale mechanics ended up not being used or tested, in part because I didn’t really write them down, so meh. Also, being undead, the Lich’s units weren’t subject to morale per-se. The players didn’t quite figure out just HOW killing the Vampire colonels affected the undead units. Being undead, they didn’t break and flee; they kept fighting, though they didn’t pull back or move further. I noted each time a vampire colonel was defeated that they dropped a sword that glowed black. These were +1 swords of control undead; if any PC had picked one up, they could either command or dispel the brigade the Vampire had been leading, but no players bothered.
  • Fleshing out the system for purposes of accounting, to better tie it to your B/X game. There are book prices for mercenaries but I think it would be worth crunching the numbers for custom equipping units, as well as figuring what “elite” means for both cost and ability (especially for casters).

I really think that there’s some potential to this system. It would absolutely work great with fewer units and at lower levels, I think, but hey, we wanted a stupid-high level battle against a lich.

Some More on Barbarian Rage

Last week GitaBushi tried to troll PCBushi and me into getting into another lengthy discussion on the origins of Barbarian Rage in Dungeons & Dragons.

Fortunately, I saved us all a lot of time and trouble by finding this, which has some great answers on the subject.

If you recall from a couple weeks ago, I’d found that yes, there was a possible “ur example” of Rage in Moldvay’s stats for Stark, but it was not a feature of Gygax’s original Barbarian class, which was more an outdoorsy fighter (really more akin to a high-HP Ranger than what most folks think of as a D&D Barbarian today).

Although the barbarian was introduced in Advanced Dungeons & Dragons (1st edition) in the Unearthed Arcana supplement, they were tribal wilderness warriors more akin to rangers, and didn’t have anything resembling the rage ability. It wasn’t until Dungeons & Dragons 3rd edition that barbarians appeared with an ability with the actual name “Rage.” However, there were earlier versions of the Rage ability that just had different names.

In The Complete Barbarian’s Handbook (AD&D 2nd edition) there is the Brute class kit which provides a barbarian with the “Wild Brawl” special ability, which is introduced with, “When fighting without weapons, the Brute can propel himself into a berserk frenzy.” However, “Wild Brawl” is mechanically entirely unrelated to Rage.

In the same book, the Ravager class kit provided the barbarian with the “Become Enraged” special ability, with which the “Ravager may work himself into a fighting frenzy, increasing his effectiveness in combat.” Mechanically, an enraged Ravager hits easier and does more damage, is hit easier, is harder to damage, and is harder to charm.

Also in AD&D 2nd edition there is a Warrior class kit exclusive to dwarves in The Complete Book of Dwarves called the Battlerager, which is “a fearless warrior, able to create an insane rage within himself which increases his fighting ability and distorts his physical features,” and therefore a dwarven barbarian in all but name. A Battlerager in “the Killing Rage” receives bonus hit points, bonuses to attack and damage, and an AC bonus, as well as being immune to charm-like effects, but may not stop fighting until there are no more enemies standing.

Similar to the Battlerager is the is the Berserker class kit for fighters in The Complete Fighter’s Handbook (AD&D 2nd edition). A Berserker takes a long time to “Go Berserk”, but once Berserk gains similar benefits and also can’t stop fighting until every enemy is down. Notably, a Berserker isn’t allowed to know their own hit points while Berserk!

The Complete Book of Dwarves was published in 1991, four years before The Complete Barbarian’s Handbook; but The Complete Fighter’s Handbook was published two years earlier in 1989, making the Berserker the first barbarian-like† character with an ability that is recognisable as a “rage” ability.

†Bear in mind that before D&D3, the actual barbarian class was restricted to humans, so fighter class variants like the Berserker and Battlerager was the official way of playing a non-human character that fulfilled the same class role despite not bearing the name “barbarian.”