Posts

On the Virtues of Descending AC

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 I know, I know. Addition is easier than substraction, what kind of backwards grognard do you have to be to like descending AC in 2024? I get all that. But hear me out for a moment. My argument is that whilst ascending AC may be marginally easier to calculate to begin with, descending AC offers something different - A more intuitive appreciation of what the numbers mean  and how they are bounded. AD&D Armors We'll start at the very beginning. Before that, even. An early draft for the first version of D&D: Target20  was basically the original conception. Deduct AC from 20 and you have your attack target roll. Which is of course also how one converts descending AC to ascending. One wonders why they didn't just include this explanation to begin with, alongside a +to hit modifier, instead if messing with THAC0. The math in the draft is a bit off, but it suggests another, even more intuitive, layer. If we stipulate that one must exceed the AC and not just meet it, it m...

The Case for Chain vs Plate in Classic D&D

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There are three armor types in classic D&D (B/X, BECMI, Cyclopedia). Leather (AC7), Chain (AC5), Plate (AC3).  In terms of classes, fighters, elves, dwarves, halflings and clerics can use all armor, thieves only leather armor and magic-users no armor. This is important, because this frames why people wear the armor they do. Why would anyone wear leather armor? Because they can. That means thieves. Thieves can wear leather, magic-users can not and that gives thieves an advantage. It's also cheap and only weights half what chain weighs. There are no real downsides to wearing light armor over no armor, except weight. There is rarely much reason to wear chain armor though. Plate mail is only slightly heavier and pricier and any class able to wear chain can also wear plate. In other words, chain is almost never a meaningful choice. It's going to be all Clyde Caldwell for this entry. It's All AC5, baby. So maybe we should find some reasons to make the choice between chain and...

Medieval Demographics re-visited & Greyhawk Demographics Finally Resolved

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 We've all read S. John Ross' seminal Medieval Demographics Made Easy  [MDME],  I presume. I for one adore S. John Ross and have spent long hours on his excellent gaming blog .  Trouble, his piece not as usable as it presents itself to be. At least not for the kind of fantasy setting that seeks to emulate a world with some measure of wilderness to explore.  Ross' baseline seems to be pre-Black Death 14h century Europe. But I don't consider this to be a good era to use, since it reflects a time where the remnant frontiers of Europe were basically non-existent and internal development in terms of arable land and infrastructure fully exploited. I would rather look to the 11th century, which strikes a good middle ground between being solidly in the high Middle Ages, but not yet having maximized its population, arable cultivation and development potential. There were still frontiers, tribal lands and unexploited and unexplored lands to find, alongside well developed ...

Class Work: Bards in AD&D

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As an adult, my favorite class is the regular fighter, though I did enjoy playing a paladin straight for a campaign's worth. As a teenager, I did not mirror myself in glory fantasies or related all that well my own masculinity (so fighter wasn't all that for me) and power fantasies were rather fleeting for me (and so Wizards, while cool, were also a fleeting fascination for me). What I really related to was the second edition Bard. Not because I saw myself as a budding minstrel, but for all the non-entertainment aspects of the class. A jack-of-all-trades, extending even to magic, who seems to adventure, not for glory or power, but simply for the sake of adventure. That was something that resonated a lot with my teenage self. Reflecting on this today, makes me think on the strange fit the Bard is setting-wise.  This bard is about to rock your world with his flute and fat shortsword. I mean, what's the deal with a minstrel that knows magic and a bit of everything? Do all   ...

Appraising ADVANCED D&D - Part II (Races)

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Mmmm, races from the good old days, Before tieflings, drow and dragonborn became core options in the World of Warcraft menagerie that is modern D&D. This is the D&D liberals want. There are no half-orcs in second edition. I don't miss them and honesty feel half-elves could just as well have been left out. Although it is the ability score adjustments that perhaps initially draws the eye on that first page of the PHB chapter, that is really only a small part of the page and everything else is actually the interesting stuff: Minimum and maximum ability scores. Class Restrictions.  Level Limits.  How can we know that Dwarves are a durable and stocky lot? Because no dwarf will ever have less than STR 8 and CON 12. We can know elves are clever and prepossessing folk, because no elf has less than 8 in INT and CHA. It goes the other way too - Dwarves have a cap of 17 for DEX and CHA (which means with the -1 CHA adjustment, no dwarves with more than CHA 16) and can never  ...

The 3 Mile Hex - The Natural Unit for Exploration

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There will be interludes between the AD&D Appraisal series, to keep my own writing motivation going. I was going to do a 3-mile hex post outlining the virtues of it, but turns out Silverarm did that already and stole all my points  (even down to the "Outdoor Survival also uses 3 miles") and added more points I wasn't aware of myself. So go read that excellent piece and come back here. What I instead want to talk about is how the 3 mile hex is a very close fit to our natural sense of distance and visualisation and how the that makes the 3-mile hex the perfect blend between immersion and usable game artifact and how to actually bring that into your game.  Minaria hexmap. Scale: 1 hex = 50 miles. Not what we're going for here. A while back, Noisms contemplated the difficulty of creating a sense of wonder in journeys . The difficulty with journeys in RPGs is the scale of it. It becomes too big, and thus too abstract, to visualize, to immerse oneself into.  I tried, un...

Appraising ADVANCED D&D - Part 1 (Ability Scores)

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It's time. A detailed and opinionated appraisal of the best, or possible second best, version of Dungeons & Dragons ever made. I mean of course Advanced Dungeons & Dragons, Second Edition. There are many things to love about the Classic D&D line (B/X, BECMI, Cyclopedia). Its streamlined, narrow and intuitive numbers. Its focused presentation. The way it knows, better than any other version of D&D, what it wants to be and then just executes that vision. Its superb chassis that makes it as good for running as-is, as it does for extensive houseruling. It is thus perhaps a tad ironic that many of the things there are to love about Advanced  Dungeons & Dragons are diametrically opposed to the reasons for loving Classic D&D. Extolling the virtues of Classic D&D often end up as an implicit critique of AD&D. And many of the reasons for playing AD&D are a stark rejection of the virtues of Classic D&D. Nonetheless, I want to be understood here. When I ...