Last night we rolled new characters for our weekly 3.5 game. Thanks to the entrance of my friend's wife into the mix, we are all, for the first time in our lives, playing a game with the full compliment of classes (except barbarian.)
THAC0 appears to have been designed to secure a "least intuitive idea ever" trophy
To continue the side discussion, the problem with THAC0 is that it was a bad simplification. The simplest way to view what the tables were doing was that you added everything together and tried to get a 20. That's why AC in 1st and 2nd was negative - it effectively modified the attacker's roll.
THAC0 got rid of the tables but missed the logic behind them.
I'm not really familiar with 3.5 (or, uh, anything past 1, really), but I thought I had gathered that there were something like 85 billion classes now. Am I misunderstanding something?
Most RPGs, you will have a very lengthy set of rules on how combat works,... but not too much on how social interactions work, on how you find information, etc.
Characteristics: The wizard’s strength is her spells. Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way.
Characteristics: Your powers are all about affecting multiple targets at the same time—sometimes two or three foes, sometimes everyone in a room. In addition, you are the master of utility spells that let you avoid or overcome many obstacles, from flying across chasms to halting the flow of time.
Yeah, well, they did this with Dark Sun, and I find the original version better in all lore-wise ways. They hammered it into their stupid faywild/shadowfell cosmology instead of letting it be its own thing, as it originally was. I liked the 2e Planes+Spelljammer spheres cosmology a lot. It was imaginative and provided a breeding ground for ideas. The new stuff is rather flat by comparison
...a campaign called The Dungeon Monster's Guide, where the PCs are the children of a stereotypical medieval village fated to live near a terrible dungeon... except that the village's entire economy is based in selling things to adventurers, and the kids have befriended the monsters who live in the dungeon.
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