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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5876588" data-attributes="member: 4892"><p>1st Edition introduced the term and concept of THACO in the DMG (in the monster summary section). We used it from day one of play. The repeating 20s in the to hit charts rarely caused a problem.</p><p></p><p></p><p></p><p>A third effect (or maybe a variation of what you call 'lottery') was the depletion of resources. Traps that had no way of killing its victims at their level, but sapped the hit points and/or healing to wear them down before meeting the master lich at the bottom of the dungeon.</p><p></p><p>And I rarely saw "standard operating procedure" as you describe it in actual play of AD&D for two reasons. First, it often bored the players to do so, and as long as you weren't known for constantly using death traps it wasn't worth the boredom. Second, in game it cost more time to explore, which meant your group was more likely to be set upon by roaming monsters. The risk of spending all that in-game time to avoid a possible trap didn't measure up to the added chances of unnecessary combat. Combat was often the deadlier option.</p><p></p><p></p><p></p><p>Full plate and shield is AC 0. If both are +5 and you wear a +5 ring of protection and have an 18 Dex, you get -18. And I think my PC in an admittedly horribly Monty Haul game still had a lower AC than that somehow. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p><p></p><p></p><p></p><p>I tdoesn't have to unite us all. It just has to unite those getting together around a single table. You and your group will determine together what works for you and what doesn't. </p><p></p><p>If someone has fighter encounter and daily exploits as a deal breaker, then his group has the choice of including them and having their buddy leave. Or iif they decide he's a great friend and a good player, they can decide those parts of the game aren't worth losing him from the group. The options should be there for all of us, leaving each group to decide how their game will play.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5876588, member: 4892"] 1st Edition introduced the term and concept of THACO in the DMG (in the monster summary section). We used it from day one of play. The repeating 20s in the to hit charts rarely caused a problem. A third effect (or maybe a variation of what you call 'lottery') was the depletion of resources. Traps that had no way of killing its victims at their level, but sapped the hit points and/or healing to wear them down before meeting the master lich at the bottom of the dungeon. And I rarely saw "standard operating procedure" as you describe it in actual play of AD&D for two reasons. First, it often bored the players to do so, and as long as you weren't known for constantly using death traps it wasn't worth the boredom. Second, in game it cost more time to explore, which meant your group was more likely to be set upon by roaming monsters. The risk of spending all that in-game time to avoid a possible trap didn't measure up to the added chances of unnecessary combat. Combat was often the deadlier option. Full plate and shield is AC 0. If both are +5 and you wear a +5 ring of protection and have an 18 Dex, you get -18. And I think my PC in an admittedly horribly Monty Haul game still had a lower AC than that somehow. :blush: I tdoesn't have to unite us all. It just has to unite those getting together around a single table. You and your group will determine together what works for you and what doesn't. If someone has fighter encounter and daily exploits as a deal breaker, then his group has the choice of including them and having their buddy leave. Or iif they decide he's a great friend and a good player, they can decide those parts of the game aren't worth losing him from the group. The options should be there for all of us, leaving each group to decide how their game will play. [/QUOTE]
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