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Whatever happened to Dungeons and Dragons?Follow

#1 Apr 26 2004 at 11:29 AM Rating: Decent
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http://news.bbc.co.uk/2/hi/uk_news/magazine/3655627.stm
#2 Apr 26 2004 at 11:39 AM Rating: Decent
First answer given in the article:
Quote:
D&D's popularity began to wane in the early 1990s as the videogame boom began.


Second answer given in the article:
Quote:
There are now hundreds of different, competing role-playing games which have all taken a bite out of the market dominance D&D once had.


I still love D&D. I think 3rd ed. is tha ballz! Unfortunately, like the quote states:
Quote:
"But of course there are no million dollar special effects - so imagination must fill in the blanks."

it requires imagination. Which each generation is having less and less of.

C'mon, D&D was EverQuest looong before there WAS EverQuest. You always had something to do, somewhere to go. Some treasure to find, or some creature to slay. Best yet, there were NO 1337 dorks, or powerlevelers or twinkers. You were what you rolled up, that was it. You wanted better strength, well son...find out where a Girdle of Giant Strength is take your happy *** there! Not high enough level? You will be by the time you get there!

Alas, I fear D&D is like Sega. Drowning in the sea it was once a part of. What makes this even more sad is that D&D is responsible for 99% of all the RPG's out there.
#3 Apr 26 2004 at 11:41 AM Rating: Decent
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I played as a middle-schooler and early on in high school in the late 70's, early 80's. Sure, it implied a certain level of geekdom, but what with my involvement in the marching band, there was really no hope for my social life until college anyway. EQ is hugely comparable to D&D IMO - its one of the first things I noticed on my first log in: "this is like watching D&D actually happen." Maybe that's why I'm so addicted to it...shades of childhood and all that.
#4 Apr 26 2004 at 11:46 AM Rating: Decent
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Dungeons and Dragons was owned by TSR it is now owned by Wizards of the coast who also run Magic the gathering TCG.

about 2 years ago it underwent it's 4th big rule change to become 3rd Edition Ad&d as part of the D20 system that has under licence spawned my offshoots including a PnP version of Everquest by Sword and Sourcery Studio's

D&D is and was an underground movement with specialist suppliers it never became mainstream but if you knwo where to look it is still around and sells strongly in Europe and the states.

the D20 banner has revitalised sales in the UK that i know for certain and the UK Gencon was the biggest yet.

#5 Apr 26 2004 at 11:55 AM Rating: Good
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Best yet, there were NO 1337 dorks, or powerlevelers or twinkers
You obviously didn't play with the same nutsacks I was usually saddled with.

"Dude! My lvl 44 paladin with his +10 Holy Flaming Intelligent Sword totally kicked Orcus's ***! Then he sold the Wand of Orcus for a bajillion platinum pieces and bought all of Greyhawk!"
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#6 Apr 26 2004 at 11:56 AM Rating: Decent
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Here in Minnesota my son started playing 3 years ago and still plays at least twice a week with a group of other high school kids. Both of my nephews (in high school also) play quite often. What they like about D&D over EQ is the ability to create completely new adventures every week.... EQ is way too static for them. The zones stay the same. The mobs in the zones stay the same. The loot stays the same.. and on and on. The games they create on the other hand are totally unique. They spend hours and hours letting their imaginations run wild creating some pretty cool adventures. AO with its individually tailored missions is closer to a true D&D format from a gaming point of view than EQ is.

Descarte Meditations Arch Lich - Povar
#7 Apr 26 2004 at 12:01 PM Rating: Decent
~*~

Edited, Mon Apr 26 13:02:13 2004 by sofakingwetoddid
#8 Apr 26 2004 at 12:08 PM Rating: Decent
LMAO Jophiel!

No, can't say that I did. I would only be so lucky with the GM I played with. I think the most leniency any of us ever saw out of him was during our Drow campaign (playing as Drow, mind ya) he let us start at level 6.

He would kill us on dungeon procedure:
"You sprung a trap."
"I'm a rogue, how did I miss it?"
"You weren't looking."
"But I'm a rogue, of course I'd be looking!"
"You didn't say you WERE. Now shut up and die. Since no one can resurrect, roll a new character."
#9 Apr 26 2004 at 12:30 PM Rating: Good
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Just read the article:
Quote:
The controversy inspired a 1982 TV film, Mazes and Monsters, starring Tom Hanks
Actually, the controversy inspired a novel called Mazes & Monsters which was pretty bad, but not near as awful as the movie. I think I still have a copy of it floating around someplace.

I am Pardu the Holyman!
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#10 Apr 26 2004 at 12:42 PM Rating: Default
Well there was a MUD that came out before Everquest. It was called Legends of Kesmai. However, D&D popularity its still there. There are more options now from Masquerade,warhammer,Battletech,starwars, Even everquest has a variant of the dice playing aspects. To me these dice games are true roleplaying. I feel that the ole rolling of the dice was better chance and better feel for the game than actual online games. I am not saying the developers dont have imagination of everquest. What i am saying is that the Dungeon master basically can make or break a game. Any dice game basically has more sets of things to do versus what everquest is and does. In a dice game there isnt a such thing as a camp hehe side joke....
#11 Apr 26 2004 at 12:59 PM Rating: Decent
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Although constantly under attack by the religious right, D&D/AD&D didn't go belly up until the mid-late 1990's when computer games took front and center stage. This was very obvious at Gencon, when more and more convention space was dedicated completely to computer games. What were some of the causes for the decline:

1) You could play the computer game anytime you wanted to for any duration. Remember how hard it was sometimes was getting a regular group of good friends together for D&D. Remember how there usually was a set time limit because someone in the group had an obligation.

2) The game was restricted to the quality of the Dungeon Master. We've all had good DMs and bad DMs. When you get a bad DM it sometimes is quite difficult finding someone else who wants to take on the role (it can be quite time consuming creating your own modules), or finding another group to play with. With a bad computer game you simply throw it in the trash and head out to the computer store for another one.

3) D&D (and many computer games that followed after it) was session based, while computer games became more real-time oriented. Instead of following a set sequence of events and waiting your turn, computer games allowed you immidiate and constant interaction. I firmly believe that our society's attention span is getting shorter and shorter. Computer games cater to the short attention span crowd. (Remember how some people in the D&D group would constantly space out waiting for their turn and missed out on something important).

4) Visual eye candy. No imagination is required...unlike D&D where you are fully dependant upon the story telling skills of the Dungeon Master in order to paint a picture in the player's minds. Some people can do this quite well, while other people are required to slowly learn this skill.

Mind you I absolutely love D&D, but sold all of my books some time ago because I couldn't find anyone who was interested in still playing it. I can now solo with Everquest and group with people all over the world. The friendships are not as deep as my D&D friends back in college, but I guess MMPORGs are a good substitue in the computer age.
#12 Apr 26 2004 at 1:39 PM Rating: Decent
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As many of the posters pointed out, there is a lot more options out there today than before. I started playing D&D in 1975(first addition - 3 paperbacked box set) with my brother, and had a regular group once a month for close to 20 years. Have played a grand total of twice in the past 3 years - most of us have kids that eat up a lot of our free time and it is just killer trying to find a non school night when all 6 of us are available.

Also, between EQ, Diablo, Warcraft, and the various computer games, there is plenty of the D&D stuff out there to be purchased without having to spend a ton of time as DM putting stuff together.

None of us liked the major revision at all, and mostly felt the game had left us behind (course we initially didnt like Unearthed Arcadia either LOL).

Used to play Magic TG too, but gave up trying to keep up with all the expansions - a Wizards of the Coast trademark.

#13 Apr 26 2004 at 1:46 PM Rating: Good
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Unearthed Arcana wouldn't have been so bad if it didn't fall into a sheaf of loose paper the first time you opened it Smiley: lol

I still have my old AD&D 1st ed books. Coincidentally, I was leafing through my old Monster Manual the other night, just for kicks and nostolgia.
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#14 Apr 26 2004 at 2:18 PM Rating: Decent
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OMG - the Monster Manual!!! I have not seen mine in ages. I wonder if the picture of the Succubus would still make me horny...it sure did when I was 13!
#15 Apr 26 2004 at 2:26 PM Rating: Decent
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How about Fiend Folio or Dieties and Demigods...now that's nostalgia.
#16 Apr 26 2004 at 2:37 PM Rating: Good
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You know, seriously, what in God's name was up with the art back then? I mean, I've seen paintings from the Renaissance, so I know basic skills in realism didn't suddenly evolve in 1984 or something. But the 1st ed original AD&D books have some of the worst artwork imaginable, both on the covers and inside. The covers look like a bad paint-by-numbers and in interior artwork looks like it was done in a 7th grade art class. A few exceptions (the Sylph from the MM looks like they stole it from a different book, the art is so different), but not many.

MM2 at least had some decent artwork in it. Of course, that was getting into the time when Elmore, Caldwell, Easling, Parkinson, etc were doing more TSR artwork and the artwork bar was raised to some fairly acceptable level.
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Belkira wrote:
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#17 Apr 26 2004 at 2:53 PM Rating: Decent
I role played extensively through my misspent youth. D&D, Call of Cthulhu, Vampire the Masquerade, we even played some star frontiers, Runequest, Other Suns, Ringworld, Warhammer, Gurps, Marvel Superheros, Traveller (you've gotta love Traveller - only system where you can die during your character creation), and others.

I think the really successful ones had relatively simple rules, like D&D, Call of Cthuhul or Vampire, along with an immediately engaging environment, and a sense of progress. Many systems didn't give a good sense of actual progress (partly because one began the game so powerful).

As a (decent) GM, I would spend 2 hours of preparation for every hour we played. That means if we game every Friday night for 4-5 hours, I spend 8-10 hours during the week cramming together stuff that, in good part, the players may totally ignore.

I very rarely GM'ed in college, but when I did there were occasions where I'd have 10-12 people show up - people wanted to play. I was part of the science fiction club at my University and we would hang out a couple times a week but rarely role play because of the time involved on the GM's part. Mostly people used the canned modules and they just aren't that good. Basically, you can use them for ideas but often heavy modification is required to make them interesting and playable. Also, you really have to be flexible. If the players want to try to bribe the guard instead of just fight, or if they sneak around, or if they try to dig their own enterance into the dungeon, you should let them try.

D&D is just not destined to be commercially successful. Once you have the rules, you don't need much. I'm sure TSR made more money off the novels and magazines then the actual RPG materials - and Wizards of the Coast made all their cash off collectable card games.

They also used up their goodwill toward their loyal fans with poor quality books (Unearthed Arcana is still infamous) and virtually content free additions like the Wilderness Survival Guide, and then the frequent rules upgrades from 2nd to 3rd to 3.5 rules none of which addressed key game balance issues like my level 1 mage is very likely to die from a single arrow strike and requires hours to regain his whopping one first level spell and by level 18 he exceedes the firepower of modern 3rd world nation's combined armed forces.

House rules were the standard. Most people I played with had some system of "spell points" e.g. mana, and virtually everyone ignored the racial level restrictions and the rolling for chance of learning a particular spell. If you're making up your own rules anyhow, why buy their supplements?
#18 Apr 26 2004 at 3:43 PM Rating: Decent
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I loved playing AD&D during my teenage years. I used to spend hours pouring through those manuals trying to put together adventures to keep my friends amused. Man, I miss that. We never had problems with visuals because I had a large army or miniatures we used to add to the mix. I had alot of fun painting those as well. And I always thought I had just got a crapy copie of Unearthed Arcana. I didn't know everyone elses fell apart too. I tried playing the game a few years ago with my wife and kids, but they we still a little young for the concept. It just might be time to hit Ebay and try again, lol.
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#19 Apr 26 2004 at 5:28 PM Rating: Decent
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I have a 3rd edition D&D group that still plays once a week. I was DM for the longest time, but then I got sick of it, so my housemate is DM for our group. I don't have as much fun as I used to--I'd rather play EQ--but I don't want to spend the time to DM any more so I'm not going to bother volunteering again even though I don't like his campaign much. Although someone else in the group wants to DM, and that scares me...I think that they would do a horrible job. /sigh.

I usually end up having my trader up on EQ, and since we play at my house, I go in and check it every so often, talk to guildmates and friends, etc. A pretty obvious sign of disrespect, yet no one's called me out on it. Ah, well.

Game on,

The Oneiromancer
#20 Apr 26 2004 at 6:45 PM Rating: Good
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Yup. I started on D&D as well. Played it alot, mostly through gradeschool back in the 70s. In the early eighties, we picked up RuneQuest, quickly recognized it as a superior system, and have been playing it more or less continuously for the last 23 years.


Played lots of other games with various groups of friends as well though. Played Traveller too. Ok. I rolled up some characters and played around with the rules. I never actually found anyone really interested in playing. That game was just to generic to really capture the imagination.

I played a hell of a lot of Champions. That game rocked! If you ever wanted to play a superhero game, that was the one to play (Marvel Superhero's just sucked in comparision, but I could be biased... :) ). That game just lent itself to fun. After playing semi-seriously for years and then kinda fading out on it, we revived the game as "cheesy champions", where the goal was not so much to make a powerful and effective hero, but rather one that was, well... cheesy.

Think "the tick", but funnier. Our heros included Lady Speedstick, who basically ran around really fast deoderizing the area of villians; The Cardinal, who was a holy man with a vengeance; The LA Policeman, who fired his weapon indiscriminately, and could use his devastating baton attack (which automatically multiformed him into 4 versions of himself, but only when attacking someone already knocked to the ground); and who would forget the Thongador! You really don't want to know! No. Honestly! You don't...

Their foes? The "legion of evil" (or someother name. I don't remember). Brainchild: An infant with emmense telepathic powers (yes, he had to be pushed around in a stroller!). Medusa: So beautiful she could charm all males around her (and make the women super pissed!), but she thought she was so ugly she always wore a paper bag over her head. Sequoia(sp?): Um... Just a guy who could turn into a big tree at will. Pretty nasty if you were nearby, but had some movement problems. And of course: Fartman! The clear nemisis of Lady Speedstick...

Hehe. The best adventure by far was when they encountered The Milkman (tm)! He was stealing all the dairy products of the Earth, and was possessed of emmense dairy transmutation powers, which he was using to spoil every dair product he came across. After finally cornering him, he revealed that he was in fact just the herald of a more powerful being. One that would feed on all the dairy products of the world, destroying the earth in the process. He had had a change of heart and wanted to spare the earth, but the heroes had stopped him. But now it was too late! His master's arrival was emminent!!! Oh my! What is that huge shadow across the earth? Enter Galactos!


I'm relatively certain that one was completely orginal. Really! Honest! It was. I swear... ;)
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#21 Apr 26 2004 at 7:09 PM Rating: Good
Greetings,

Ah - the roll of dice and the moan as it falls off the edge and comes up with a 20 on the floor! Smiley: banghead (Our house rules included one that only dice rolls on the table counted.)

It's been about 3 years now since I played, but prior to that, I DM'd and played in groups weekly from Kings Lynn to Saudi Arabia. There's been too much to do since I got back to think about getting a group together, but maybe next year...

Started with the 3-book box set in 1976 during training for the RAF - added the other books, then moved on to AD&D when it arrived. I'd like to try out 3rd Edition, to see how it compares to the modified 2nd Edition rules we used in Saudi. We had a great group out there, and hacked/slashed/lasered/wibbled our way through Traveller, Paranoia and Call of Cthulhu as well as AD&D. While D&D has a special attraction for me, I have to say that the most fun game to GM was Call of Cthulhu - the Sanity system was something else, and introduced a bit of uncertainty into every encounter. The body count and commitments to mental health institutes were high, but the world was saved a couple of times through different campaigns. The quality of the writing really stands out too - The Orient Express and Shadows of Yog-Sothoth campaigns have to be some of the best RPG writing I've seen.

Anyway - enough nostalgia - back to Everquest, which has to be my D&D fix for now until I've got enough time to put together both a group and a new campaign. D&D is still alive and well in the minds of those who play or have played it - and we'll be back.... Smiley: grin
#22 Apr 26 2004 at 8:18 PM Rating: Decent
Wow it is ashame that D&D has waned over the years in popularity. How many other games are out there that truly require you to have an imagination to play the game. I realize all current games require a level of imagination, but I dont think there is many left on par with D&D. I remember when my friends and me started playing many parent organizations thought D&D was akin to "devil worshipping".

It still amazes me when I go over my sisters house and see some of the stuff my nephew is playing with. Where the hell was this stuff when I was growing up, alas another sign of the technological age I guess. But D&D will always hold a place in my heart for when I remeber when I was a kid.
#23 Apr 26 2004 at 8:44 PM Rating: Good
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Namarthis wrote:
Wow it is ashame that D&D has waned over the years in popularity. How many other games are out there that truly require you to have an imagination to play the game.


If you're talking about PnP games in general (that's paper and pencil), then I agree. But not all PnP games == D&D. I could list off other games that are similar in type (PnP roleplaying games) that required much more imagination then D&D, and were a lot "smarter" as well. They just aren't as well known.

Call of Cthulhu was one of the best IMO. I loved that game as well. Roleplaying your character going insane was the most fun of the game! And discovering the "horror" that was behind a scenario was something that just didn't happen in D&D. In D&D is was like: "Oh. Another monster. We'll kill it and take it's treasure". In CoC, you'd damn well better figure out what was going on *first*, cause if the bad guys found out about you before you found out about them, you were pretty much toast.


RuneQuest (which I still play regularly today), was and is still a vastly superior game system to D&D. Many of the changes in D&D as they went through a second, then a 3rd, then 3.5 editions were attempts by D&D to intruduce the same basic concepts into their game that RuneQuest had from day one back in 1979. Differences in defenses based on whether they were armor, skill (dodge), or magical only really appeared in 3rd edition D&D. They've been in RQ from day one. Skills simply did not exist in D&D. They only thing close was the rogue skills which were set percentages based on level. Melee characters had proficiencies (which basically meant you picked a specific number of weapons you could use and took a minus if you used something else). That was it. In 2nd edition, they extended the proficiencies to include many skills, and skill trees, but it was still very basic (and kinda silly IMO). 3rd edition now kinda has skills, but it's still not nearly as elegant as the pure skill system that RQ has had for 25 years.

Different spell availability based on deity worship was a standard feature in RuneQuest. You didn't see that in D&D until sometime in 2nd edition, and you had to buy a ton of extra books to get it. Heck. The spell system in RQ alone is just vastly better then D&D ever had (or probably ever will). While they've kinda improved things by putting in DC values for stuff and making higher level spells harder to resist and such, it's still not nearly as elegant as the very simply point based system that RQ uses for spell interaction.

Combat in RQ is vastly easier then D&D as well. D&D has *finally* gotten close. Back in 1st edition, you literally had to look up 3-4 charts in 2 different books *minimum* just to determine if you hit or not. With RQ, you never had to look up a table during a combat (cept the fumble tables, but those are fun...). With the Thaco system of 2nd edition D&D finally moved in the right direction, but they still had so many modifiers that things were annoying. Finally, in 3rd edition they fixed one of the major flaws in the game (the silly way they did their AC rankings), and really simplified combat. However, they still use a base HP scale, have no hit locations, and no secondary combat effects that aren't "exception" cases (ie: You're looking something up to see what happens).


But hey. That's just what I've played for a long time. To me, the waning desire for D&D really isn't that big a deal. I do agree that PnP RPGs are great to play. I just totally lost interest in D&D about 15-20 years ago, when it became apparent that the only goal of TSR (then later WoTC, then later Hasbro) was to make you buy more and more expansion packs and rules additions then it was to make a game system that worked. I remember sometime in the mid 90s (height of the 2nd edition system), looking at the shelves in some game store and seeing an entire row, several shelves high, of game suppliments for D&D and thinking: "Man am I glad I don't play that game. I'd have to shell out $500 bucks just to have all the rules". 3rd edition is actually pretty good, but not good enough for me to want to go out and buy the game. But that's just me...
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#24 Apr 26 2004 at 9:54 PM Rating: Decent
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If your talking pure systems the Worst on paper was the one with best back ground.

The Whitewolf mechanics where horrible to anyone that had played another better thought out rule system, it was so bad it made 2nd ed Ad&d look good.

Yet the backgrounds to the game and roleplaying aspects where second to none.

The best system i ever played was R.Talsorians Cyberpunk system, it was sleak, elegant and uncomplecated and easy to adapt for new classes and skills. There was even an alternate 'Dark side' that allowed incorperation of magic, vampires and other supernatural things.

The present 3rd Ed is resisted by some of the old school but it is atually not bad at all, The presitge class allow for charicter varition and i think this is what spawned the class trees that EQ2 has taken on.
#25 Apr 26 2004 at 11:24 PM Rating: Decent
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I wanted to add something, I love D&D. My collection of various hardcovers numbers 30 some, the little weenie paperbacks that still bite you for $20, and my subscriptions to Dungeon & Dragon are always a joy to read through. Most of my time is spent simply reading the manuals, taking what story value I can get from them. Thinking about the horro of insanity that is the Far Realm, a reality our minds weren't built to grasp sends a shiver up my mind at the thought.

However.

I cannot honestly say I have ever played D&D. I tried to play in a beginners campaign at out local "Wizards of the Coast" store, and lasted 30 minutes, as the DM didn't know what he was doing. In despiration I have tried to run adventures with family members and me as DM, but I felt so overwhelmed, trying to DM and teach the game to 4 people when I have never really even played? I used to play magic a lot at various stores years ago, (Wizards of the Coast stores are closing) and at my old haunts that still actually exist no one has known where to get a game. I looked up some leads on the net, but... I wouldn't say I'm shy, but driving out to a stranger's house on a single e-mail? nah. One was monthly, another was over an hour away. As for actually playing online, I've looked at a couple of tools, but you'd really have to have a prescheduled game.

So yeah, I'm kinda stuck. As a last ditch effort, I live in the Ellicott City, Maryland area if anyone's around. :P
#26 Apr 27 2004 at 12:33 AM Rating: Good
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Melee characters had proficiencies (which basically meant you picked a specific number of weapons you could use and took a minus if you used something else). That was it. In 2nd edition, they extended the proficiencies to include many skills, and skill trees
Minor Nitpick: Nonweapon proficiencies were introduced in 1st AD&D with the various Survival Guides and the Krynn world rulebook. Blindfighting, foraging, animal training, etc etc.

Quote:
Back in 1st edition, you literally had to look up 3-4 charts in 2 different books *minimum* just to determine if you hit or not.
Smiley: confused Most people just wrote down their THAC0 even in 1st ed. Even without it, you only needed one book, the DM's guide and the chart for your class type. Or, more accurately, that's all the DM needed. I suppose you could have dorked around with the weapon tables that said a Bec-De-Corbin got a +2 advantage over plate armors, but I never played in a single game with anyone over some 15+ years who bothered with that over a straight THAC0 roll. Even still, that's just two tables Smiley: wink
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