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Why THAC0 Rocks
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<blockquote data-quote="kenmarable" data-source="post: 4690471" data-attributes="member: 40359"><p>I have no problem with people who prefer THAC0, but for me personally, that was one aspect I was very happy to see replaced. Re-done saves for 3.0 were also great. Sure, with both THAC0 and BAB, the math is easy for a elementary school kid, but overall, there were some really unnecessary complexities.</p><p></p><p>Having new players not have to draw little up or down arrows next to all their numbers in order to remember which ones were "high number = good" and which were "high number = bad" is bonus in my book. ("I have a strength of 18/70%, save vs. Rod, Staff, Wands of 6, 65% pick locks, and AC of -2.") I played so long, it was all intuitive. But I introduced a lot of players to the game during 2e, and the most common question was always whether a high or low number was good. There was no real design consistency at all across the board.</p><p></p><p>Plus, having pretty much everything in the game (attacks, saves, skill checks, ability checks) all being "roll d20 and add you modifier, try to hit a target number" makes the game SO much better for me and the people I game with. As much as I loved all those years of OD&D, 1e, and 2e (and yes, I did really enjoy 2e), I have ZERO interest in ever playing those systems again. Nothing wrong with others who do enjoy it - they aren't bad systems. But for me personally, THAC0 is fun to look back on, but not something I ever want to think about during a game again.</p></blockquote><p></p>
[QUOTE="kenmarable, post: 4690471, member: 40359"] I have no problem with people who prefer THAC0, but for me personally, that was one aspect I was very happy to see replaced. Re-done saves for 3.0 were also great. Sure, with both THAC0 and BAB, the math is easy for a elementary school kid, but overall, there were some really unnecessary complexities. Having new players not have to draw little up or down arrows next to all their numbers in order to remember which ones were "high number = good" and which were "high number = bad" is bonus in my book. ("I have a strength of 18/70%, save vs. Rod, Staff, Wands of 6, 65% pick locks, and AC of -2.") I played so long, it was all intuitive. But I introduced a lot of players to the game during 2e, and the most common question was always whether a high or low number was good. There was no real design consistency at all across the board. Plus, having pretty much everything in the game (attacks, saves, skill checks, ability checks) all being "roll d20 and add you modifier, try to hit a target number" makes the game SO much better for me and the people I game with. As much as I loved all those years of OD&D, 1e, and 2e (and yes, I did really enjoy 2e), I have ZERO interest in ever playing those systems again. Nothing wrong with others who do enjoy it - they aren't bad systems. But for me personally, THAC0 is fun to look back on, but not something I ever want to think about during a game again. [/QUOTE]
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