D&D General What did you think of the Stranger Things D&D game?

I enjoyed it. Basketball was more realistic and clearly feels like a life changing moment for the character on the show

Never had a moment where we we were standing up and throwing the dice down the table. Yes rolls that all depended on but nothing like that
 

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I don't care that they didn't get the rules right. They got the flavor right. And who is to say what house rules or magic items or anything else they may have been playing with? Let's not revert to one-true-way-ism.

I thought all the Satanic Panic stuff that comes in the later episodes was interesting, and disturbing. Fortunately, growing up in the southwest US, at least in my immediate community, we had none of that. But give where Hawkins is set, it is probably more reasonable/realistic and just shows more more ignorant aspect of our society. Hopefully must of us have learned and grown from that type of environment.
 

1) Vecna is not missing his whole left arm!

2) was there critical hit rules in the 80's ? I always thought it was more of a houserule thing that became a rule in somewhat recent editions.

3) Can an half-elf be a 14th level rogue? If we forget that there was no rogues back then.

and....it was so great. I immediately posted the Vecna Lives! from Dmsguild on our facebook group when I finished the episode.
We had critical hits and failures in the 80s. It was a thing.
 


I loved that the Thief’s name was a continuation of the players love of My Little Pony from season 3.

But yeah, as mention by others it had some rules issues not of that eras etc.

I wonder TV/Movies have such a hard time with stuff like this. Not like it’s hard to make it accurate thanks to the internet etc.
 



Odds of success are 20 to 1 - and the PCs are rolling one attack roll each, with no need for a damage roll on the 'critical hit' (assuming they're using alternate rules for critical hits from Dragon or another source)? That makes no sense unless Dustin's attack was irrelevant.
In the late 80s my table's rule was that a critical hit did automatic maximum damage - so no need to roll.
 


So here's my issue...

A level 14 half-elf rogue gets a THAC0 equal to Elf, which is the same as a Fighter, Dwarf, or Halfling. So at level 14, her THAC0 was a -9-.

Which means a 19-20 is a hit because the best AC is -10, which pushes up the attack roll to a 19 or better.

A half-elf thief is an AD&D character. They would need a 14 or higher to hit AC 0, and a 20 to hit a -6 or better.

(A half-elf thief somehow made with the OD&D supplements and so on would have about the same THACO).

Not that it really matters for this.
 

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