James Gasik
We don't talk about Pun-Pun
I imagine the OP got into an argument with someone who hates ascending AC and feels it killed their dog D&D.
Probably my favorite fantasy RPG. Level Up is a close second, and more accessible for a lot of modern players, but ACKS is a better system IMO.ACKS is Adventurer Conquerer King System, which is a B/X-derived game whose strength is in domain play, magical research, thiefly hijinks, mass battles and other mid- to high-level shenanigans. It's fairly well known and just had a successful Kickstarter for a 2nd edition, and the author is a somewhat controversial figure, so it genuinely didn't occur to me that people wouldn't know what it is.
I would say its more B/X with added spreadsheets, and a lot more content.Ascending.
I only use descending when I'm literally playing AD&D.
Any of its clones that use ascending AC or allow for the option, I do.
It's AD&D with added spreadsheets.
ACKS did a bunch of work in your new edition to make thieves better.What, having a 30% chance to climb walls at level 10 not good enough for you?
Spoken by someone who hasn't read the system, or at least is likely not looking at it objectively. But, we all have our preference in games, so that's all right.A bad AD&D clone put out by a person most gaming sites flat-out ban mentioning him or his game. He’s about on par with Zak S, the Pundit, and Venger S in terms of radioactivity.
Or have their own, yes.
Or just speed up the levels at which they roll into multiple attacks; in other words, untie multiple-attack ability from fighting level.
Or be allowed to use a wider variety of weapons...maybe as they level up their allowable list might expand some (and having just now thought of this, now I'm thinking about it for my own game - thanks!).
All classes should advance their prime stats like Cavaliers!
Not at low levels, but by mid-level they should be somewhat reliable.
Rangers shouldn't have that ability. No Drizz'ts allowed.![]()
And poison. As Thieves are by far the most likely to encounter poison in their day-to-day lives it makes sense they'd have been trained in recognizing and dealing with it even after they've come in contact with it. So, the poison save table needs to be split out from paralyzation and death such that it can be tweaked to give Thieves a break.
That's probably overkill IMO.
Another quick-and-easy change that would make Thieves a bit more durable would be to give them d8 hit dice rather than d6.
I'm running a single-class Thief right now as my character in a game and she's doing OK. There's lots of houserules, but the one change that I've noticed has made a big difference in play is to add longsword to the weapons-allowed list for Thieves.
2e AD&D and BECMI, tooYour game is so evolved from 1e AD&D that I have no basis of comparison. Longsword is already an option for thieves in 1e AD&D. Bottom of page 19, the fourth note to the table.
Not at all. Just curious what others who still play AD&D think of ascending AC. I’m thinking of starting and AD&D game and don’t want to deal with descending AC. That’s it.I imagine the OP got into an argument with someone who hates ascending AC and feels it killedtheir dogD&D.