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What Has Caused the OSR Revival?
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<blockquote data-quote="howandwhy99" data-source="post: 6227073" data-attributes="member: 3192"><p>Using the lingo of today, early D&D AC and To Hit scores were bounded. They existed on a finite 20 number line for the linear d20 roll, but these actually represented a curvilinear relationship atop the linear one on the die. </p><p></p><p>Negative AC and zero AC are only reached as penalties to the To Hit roll, not modifiers to a target number. The relationship between 1 and 2 is a curve that never actually reaches one. It extends infinitely. The results between 2 and 3 are differently curved, And 3 and 4. And so on, with each span being unique. </p><p></p><p>2e's THAC0 rolls above 20 receive the same treatment, magical attack bonuses affect AC not the To Hit roll. The hit / target relationship never reaches from 19 to 20 either. The relationship extends infinitely, a parabola bounded at 1 and 20.</p><p></p><p>Armor Class is a little confusing because it begins at 9 and descends numerically to represent increasing difficulty classes on down to 2 (and potentially beyond for extraordinarily difficult armors, those requiring a second roll). Armor Class is a general class derived by many things. A portion may be from the armor's Dex, some from the armor's Str.</p><p></p><p>Also, Standard Armor Class is 9 for humans, but that includes average Dex. Hitting a relative stationary target isn't how the game's combat system is balanced at 50%. It's hitting a defending opponent that sets the basis for an average challenge. </p><p></p><p>The whole system isn't designed for infinite scaling like d20. It's designed for greatest simplicity and ease of use for the span of class levels supported by the game. High class levels, ones where HD and To Hit modifiers stop increasing (on the first roll at least), are not supported as simply. However, all class levels can play with all other class levels the whole breadth of the game. All monsters, traps, challenges in general can overcome with die rolls, by luck alone. Though it's definitely not in your best interest or the design intent of the game to lunge in head first and hack and slash, die roll toss, even in a relatively balanced encounter.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6227073, member: 3192"] Using the lingo of today, early D&D AC and To Hit scores were bounded. They existed on a finite 20 number line for the linear d20 roll, but these actually represented a curvilinear relationship atop the linear one on the die. Negative AC and zero AC are only reached as penalties to the To Hit roll, not modifiers to a target number. The relationship between 1 and 2 is a curve that never actually reaches one. It extends infinitely. The results between 2 and 3 are differently curved, And 3 and 4. And so on, with each span being unique. 2e's THAC0 rolls above 20 receive the same treatment, magical attack bonuses affect AC not the To Hit roll. The hit / target relationship never reaches from 19 to 20 either. The relationship extends infinitely, a parabola bounded at 1 and 20. Armor Class is a little confusing because it begins at 9 and descends numerically to represent increasing difficulty classes on down to 2 (and potentially beyond for extraordinarily difficult armors, those requiring a second roll). Armor Class is a general class derived by many things. A portion may be from the armor's Dex, some from the armor's Str. Also, Standard Armor Class is 9 for humans, but that includes average Dex. Hitting a relative stationary target isn't how the game's combat system is balanced at 50%. It's hitting a defending opponent that sets the basis for an average challenge. The whole system isn't designed for infinite scaling like d20. It's designed for greatest simplicity and ease of use for the span of class levels supported by the game. High class levels, ones where HD and To Hit modifiers stop increasing (on the first roll at least), are not supported as simply. However, all class levels can play with all other class levels the whole breadth of the game. All monsters, traps, challenges in general can overcome with die rolls, by luck alone. Though it's definitely not in your best interest or the design intent of the game to lunge in head first and hack and slash, die roll toss, even in a relatively balanced encounter. [/QUOTE]
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