Sacrosanct
Legend
3e also made ascending math harder because different attacks had different bonuses. So you really couldn't do something like a pre-made THAC0 chart.
I'm not sure how you are saying this is different from 1e. In both stuff like applicable dex bonuses versus strength bonuses, magic bonuses on individual weapons, weapon specialization, etc. could make the base THAC0/attack bonus different for different attacks.3e also made ascending math harder because different attacks had different bonuses. So you really couldn't do something like a pre-made THAC0 chart.
The two weapon attack a player can put the modified to hit in the sheet, no problem. The other modifiers exists with thac0 or AAC too. It does not change much, you roll the dice plus modifiers and look at the table. The table already in the sheet makes this fast. I play like this for years and never this slow down the gameCommon situational modifiers for my 1e games that could change round to round were things like the +4 for backstabbing (two assassins in my years long 1e campaign), +2 for rear attacks (DMG 70), the +2 for charging (DMG 66), and the page PH 38 and DMG 28 adjustments for weapons versus specific armor or armor equivalent ACs (for while I used those adjustments).
The attacks with two weapons modifiers (DMG 70) were usually an all the time kind of thing for melee weapon choice for most characters in my campaign who used two weapons so those could usually be baked in as standard.
Right, as I said.The two weapon attack a player can put the modified to hit in the sheet, no problem.
Right, you have to add the modifiers to your roll in both. In AAC however you do one less step, you add all the modifiers to your roll and you get the AC you hit. You don't need to look it up in the chart to see what AC you hit.The other modifiers exists with thac0 or AAC too. It does not change much, you roll the dice plus modifiers and look at the table. The table already in the sheet makes this fast. I play like this for years and never this slow down the game
I will say that I looked a bit askance at the utility of attack matrices for a while, but gained an appreciation during a 5e game where the party was fighting a horde of skeletons and zombies. I found myself writing down the ACs of my PCs and the die roll necessary to hit each of them based on a few different to hit bonuses on the field, so I could avoid the friction of adding modifiers to 6-10 simultaneous undead d20 rolls - looking at the mini-table I had created was a bit of an ah-hah moment for me. In this type of fight, resolution was noticeably sped up. Makes me wonder if the use of attack matrices was partially down stream of a typically higher number of combatants in older edition encounters.A character sheet that essentially recreates a look-up chart from the DMG is a specialized tool, yes. In the decades since AD&D came out, requiring that level of clerical work to run the game has been replaced by faster resolution systems.
I've played every version of D&D except for 4E. I know about THAC0.
And yes, I do think the d20 resolution system is faster, but as you say, it's not a problem for you, so it's a fix without a big benefit in your case.
I do think it's noteworthy that most games trying to go for an AD&D feel without being beholden to its system don't use look-up charts for basic resolutions. Gaming "technology" has moved on to other resolution systems since then.
The big exception is Dolmenwood, but Gavin Norman knows he's going to have a large audience coming over from OSE, where -- as a retroclone -- the players are using to-hit and saving throw charts.
This is not my experience. Not significantly anyway. Combat normally are very fast in my games (compared to the modern editions). Only the combat with a lot of characters and monsters takes some time, but it is not that much either. But I think it helps my players are experienced and know to look fast for their number, and know some of them from memory. Each group will have different experiencesA small difference but I found repeated small differences could make an impact on the pace of the fights I ran in AD&D as I tried to keep things moving swiftly and minimize the time people are waiting for it to be their turn and for resolution of their action to happen. I remember one of my players talking about how he liked D&D more than Palladium because of how quick the resolution was, adding in opposed parrying rolls noticeably slowed down otherwise similar D&D like combat for him.
Makes me wonder if the use of attack matrices was partially down stream of a typically higher number of combatants in older edition encounters.
It's fairly rare that a known player-side bonus is negative. Most negative modifiers are applied by DM-side things that the players (both in and out of character) don't know about: a cursed item, a Bane effect on an area, that sort of thing.As I mentioned earlier this isn't inherent to THAC0; it's just that when they'd tidied up and simplified the system the 3.0 designers decided that all the complexity budget they'd saved was burning a hole in their pocket and that they needed to spend it all.
Which only helps slightly when a "bonus" is irritatingly negative.
I have a chart on my DM screen showing how well each class and level fights as (3e would call this a BAB chart); using that, all I have to do is take the player's roll + bonuses, add their fight level (BAB), and apply any DM-side modifiers (see above re curses etc.). If the result hits a specific and constant threshold, it's a hit. The chart also tells me when each class gains multiple attacks, very handy when they're at the level (like right now) where some do and some don't.Ugggghhhh. I will accept for some people who aren't very good at maths this is actuallyfaster (it's a fundamentally different method not addition with an extra operation as subtraction is) but there is a limit to the speed you can get if you actively need to consult with a table. I can approve of the Rolemaster method (if you're going to use a table make it actually interesting and nuanced in ways you almost can't with dice) but that's just replacing addition with looking things up.