• starman2112@sh.itjust.works
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        8 months ago

        There’s a bit of nuance to THAC0. If you’ve never heard of it, you’re young. If you know what it stands for, you’re starting to get old. If you know how it works, you’re old. If it’s the right way to play, you’re d u s t y

        • osarusan@kbin.social
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          8 months ago

          THAC0 is just subtraction instead of addition. I’ll never understand the hate it got.
          I have no problem with ascending armor classes and attack bonus. The math is the same. It’s easy and intuitive. But if you’re having issues subtracting whole numbers less than 20, you’ve got a problem bigger than the wrong game system.

        • jerkface@lemmy.ca
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          8 months ago

          I stopped paying attention to D&D (though not RPGs!) long before whatever schism you are referencing occurred. It’s awful. But I know what I need to roll to hit armor class zero.

  • wia@lemmy.ca
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    8 months ago

    To heck with WotC! Play Shadow of the Demon Lord/Weird Wizard

  • AutoTL;DR@lemmings.worldB
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    8 months ago

    This is the best summary I could come up with:


    With this letter, written by Gary Gygax to wargaming zine publisher Jim Lurvey, one of the founders of what would become TSR announced that a January 1974 release for Dungeons & Dragons was forthcoming.

    You could argue whether a final draft, printing, announcement, sale, or first session counts as the true “birth” of D&D, but we have to go with something, and Peterson’s reasoning seems fairly sound.

    Books like Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything will be codified and unified by a new sourcebook at some point, but all of it will be compatible with 5th Edition material.

    And there’s a 500-plus-page non-fiction book, The Making of Original Dungeons & Dragons: 1970-1976, with research help from the aforementioned Peterson, containing never-before-seen correspondence between co-creators Gygax and Dave Arneson.

    My cousin and I spent large parts of one summer attempting to play Marvel Super Heroes without understanding its D&D roots (or that it would always be a bit awkward with just two people).

    And, of course, every video game, comic, novel, and other media I consumed that made a point of explaining how different classes worked, or the theory behind spells, owed something to D&D—by way of J.R.R.


    The original article contains 515 words, the summary contains 197 words. Saved 62%. I’m a bot and I’m open source!