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	Comments on: What’s Your THAC0?	</title>
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		<title>
		By: Anthony Robinson		</title>
		<link>https://unwinnable.com/2011/08/16/tabletop-wizard-02-what%e2%80%99s-your-thac0/#comment-30987</link>

		<dc:creator><![CDATA[Anthony Robinson]]></dc:creator>
		<pubDate>Thu, 23 Feb 2012 14:54:46 +0000</pubDate>
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					<description><![CDATA[Thanks for the THAC0 reminder.   I&#039;d take issue with your claim that 2E was a massive redesign--it really wasn&#039;t.  The more massive redesign was from ODD / LBB to AD&#038;D, aka 1E.   The changes from 1E to 2E were mostly cosmetic.  They got rid of a lot of the cool stuff (lots of demons, half-orcs, assassins, other opportunities to be evil), and added a skill system that didn&#039;t really do much--it was more decorative than anything else.  While I owned the 2E books, I always continued to play 1E (i.e. I kept half-orcs!) BUT I happily adopted THAC0.   THAC0 was not an entirely new mechanic, as I remember it. Rather, it was a way to take all the charts of earlier editions and compress them into a neat mechanic which was mostly already there--i.e. underlying the unwieldy charts. If I recall correctly, we were using THAC0 before the official release of 2E because it had been introduced in various guises in certain mid-80s modules as an &#034;optional&#034; rule, and I&#039;m sure it showed up in the pages of Dragon magazine before its official reveal. 
 
In any case, the key &#034;feature&#034; of 2E was an emphasis on &#034;world making&#034; and narrative story-telling in the support products produced by TSR during the late 80s, early-mid 90s.  There were suddenly numerous boxed campaign worlds to choose from, and the &#034;authorized&#034; style of play had shifted abruptly from the free-form &#034;sandbox&#034; style of earlier editions to a more story-oriented campaign model.   Neither model is better than the other, I might add--just different. ]]></description>
			<content:encoded><![CDATA[<p>Thanks for the THAC0 reminder.   I&#039;d take issue with your claim that 2E was a massive redesign&#8211;it really wasn&#039;t.  The more massive redesign was from ODD / LBB to AD&amp;D, aka 1E.   The changes from 1E to 2E were mostly cosmetic.  They got rid of a lot of the cool stuff (lots of demons, half-orcs, assassins, other opportunities to be evil), and added a skill system that didn&#039;t really do much&#8211;it was more decorative than anything else.  While I owned the 2E books, I always continued to play 1E (i.e. I kept half-orcs!) BUT I happily adopted THAC0.   THAC0 was not an entirely new mechanic, as I remember it. Rather, it was a way to take all the charts of earlier editions and compress them into a neat mechanic which was mostly already there&#8211;i.e. underlying the unwieldy charts. If I recall correctly, we were using THAC0 before the official release of 2E because it had been introduced in various guises in certain mid-80s modules as an &quot;optional&quot; rule, and I&#039;m sure it showed up in the pages of Dragon magazine before its official reveal. </p>
<p>In any case, the key &quot;feature&quot; of 2E was an emphasis on &quot;world making&quot; and narrative story-telling in the support products produced by TSR during the late 80s, early-mid 90s.  There were suddenly numerous boxed campaign worlds to choose from, and the &quot;authorized&quot; style of play had shifted abruptly from the free-form &quot;sandbox&quot; style of earlier editions to a more story-oriented campaign model.   Neither model is better than the other, I might add&#8211;just different. </p>
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