#5E Compatible Module
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jeffs-gamebox · 3 months ago
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Check out an adventure based on the 5th of November. Anyone remember the famous line quoted in V for Vendetta? This is a D&D 5E compatible adventure based on the British Bonfire night. Long live the Mayor of Black Tallon!
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ilthit · 6 months ago
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Alternatives to Dungeons & Dragons (2024) now that they are going all-in on gacha:
Dungeons & Dragons 5e (previous) + any number of compatible indie produced modules (Obvious Mimic Press is the one I've played)
Pathfinder 2e (basically the same game, tons of adventure available)
DC20 (if you like rules improvements; not a lot of modules available yet)
Shadowdark (if you want to party like it's 1979)
Obviously Daggerheart if you're a Critical Role fan; the setting is familiar and rules easy and you can play a mushroom (or their version of tiefling, dragonborn, etc)
Literally any older version of Dungeons & Dragons that still has playable adventures out there.
Have you REALLY played all the existing DnD campaigns and modules yet? Until you have, you don't need to buy new ones.
Roll20.net has automatic DnD character sheets so you can cancel that DnDBeyond subscription if you use it just for that. It has also recently bought up Demiplane, another similar platform, which is prettier and has many of the games mentioned here.
If you want to get more adventurous with rules and setting but still like fantasy combat and skill lists, there's Runequest (bronze age fantasy for you ancient Mesopotamia nerds), which I have been reading recently.
Other genres:
Pathfinder is working on an update on Starfinder, so you can play DnD-like rules for a space adventure.
Teatime Adventures is aD20 rules game for a cozy rural furry stories about pies and being kind to each other.
Call of Cthulhu for horror (check out Chaosium Inc's Youtube channel for actual plays, love those guys) and Pulp Cthulhu for extra cheese on top; there's even Regency Cthulhu if you want to try balancing a monster hunt with a husband hunt.
This is a deep cut but A Ghastly Affair is a game set in the long 1700s and the character classes are stereotypes of gothic romance fiction, and I know I have followers who are into that shit, available on DriveThruRPG (I can't find their original website anymore so get it while you can).
I have to mention Righteous Blood, Ruthless Blades, a wuxia roleplaying game from Osprey Publishing, considering @minutia-r and I have written 480K of adventuring for it.
Also I must mention Vampire: The Masquerade, which is the game that got me to take on gamemastering for the first time. The Storyteller System they use is still my favourite TTRPG system. Very gritty modern supernatural setting, and the Core Rulebook even has a caveat saying "yeah there's problematic stuff, because problematic stuff is part of the real world, fuck the Nazis though" (paraphrased). Caveat, the Core Rulebook is kind of unintuitive.
All of the above are games that have rules with skill lists and kind of the same logical approach to playing as DnD (broadly speaking).
I would not go directly from DnD to Powered by the Apocalypse games like Candela Obscura, Girl by Moonlight, or Blades in the Dark, because their logic is very different and they are less about rules and more about genre; or rather, the rules define things that the above games leave to role-playing, and very little for anything else.
For example, in Candela Obscura you would do the same roll for punching a person and breaking through a door, and in Girl by Moonlight you have to roll to confess your true feelings. Girl by Moonlight is absolutely perfect for playing a magical girl TV show though. That's what it's for.
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johnandrasjaqobis · 9 months ago
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to no one's surprise, the Dark Dice supplemental book has already been funded, but of course we want to see what All of those stretch goals might be and OF COURSE y'all want to get in on this insanely cool book
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it absolutely refuses to let me embed the link all pretty but you can find it here!
(Taken from the campaign description) Unnatural Horrors contains a plethora of content to bring to your home games and with which to torture your adventure’s very souls. Book Contents will include:
The best-selling horror adventure: Domain of the Nameless God
The frightening campaign setting of Cromana – Realm of Nightmares
Over 275 pages of unique content in a beautiful Hardcover book
Over 150 original illustrations from over thirty artists around the world
Over fifty ‘Dark Designs’ -exclusive necromantic abilities and feats
Over thirty magical and menacing items offering power at a cost…
Over forty monsters from Allbeast to Wisper, waiting to haunt your table…
A growing catalogue of over twenty NPCs
The unique True Necromancer Class:  Play as a necromancer or incorporate necromancers into your own stories - includes new spells, abilities, magic items, and creatures to call to unlife!
"Untethered" Undead species - Death doesn't have to be the end! Return to Unlife to seek vengeance or resolve unfinished business.
‘Lethal’ d100 Critical Hit Chart
Early access PDF in October upon the conclusion of the Kickstarter campaign.
Expanded rules for Stress and Sanity - As stress mounts, heroes may be prone to... lapses in judgement. These mechanics outline how to be an "unreliable narrator / DM" and encourages characters to embrace their flaws.
Rules for Dark Speech - These secret words of creation were never intended for mortals... and offer power to those foolish enough to use them.
Surgeon’s Kits - Expanded rules for injuries and those proficient in the mundane healing art.
Nightmares and Encounters as your table rests when The Silent One is near.
Alt Text for all illustrations and easy to navigate PDF tabs.
Sanity & Stress inclusive character sheets
5e and 5.5e compatible rules (2014 & 2024)
As of posting (September 10th) we've already hit the first stretch goal, and there's still a full month to go!
Domain of the Nameless God is an incredible module, and Travis and Kaitlin are some of the best podcasters and nicest people out there. Having been following them since the early days of The White Vault, it's super exciting to see how far they've come and how much cool stuff they still have planned. I will happily attest to the horrifying delights of play testing a bunch of the content here, just not in this post because it's already Long
SO ANYWAY, Unnatural Horrors!! Bring some fun terror to your table!!
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infinitemachine · 7 months ago
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Post-OGL Debacle D&D 5e Alternatives Round Up
After Wizards of the Coast screwed the pooch by trying to rescind the OGL several designers, youtubers, and TTRPG streamers decided to make their own D&D-adjacent games. Let's have a look at them! (These are not reviews, and I have not played or read many of these. Just an overview of the field for future reference. Please let me know if I've skipped any entries I should have included.)
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Tales of the Valiant by Kobold Press is to D&D 5e as Pathfinder 1e was to D&D 3.5. It's basically the same experience as D&D, updated and tweaked, but recognizably still the same game. Like Paizo back in the day, Kobold Press is a highly rated third party D&D publisher, and this has a good chance of getting continued development and support. If you like 2014 5e but want some quality of life updates and don't want to support Wizards of the Coast, this is a great option for you. On the other hand, if you have the 2014 5e books and just want to keep playing them...no one's stopping you, and this may feel redundant. It's already available.
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Draw Steel by MCDM is the RPG from Matthew Colville's company, announced very quickly after the OGL dooblydoo. This is not a 5e or D&D clone, but a new cinematic heroic fantasy RPG. While D&D is kind of locked into supporting several different directions and styles, Draw Steel purposefully eschews "zero-to-hero" character development and dungeon crawling. The characters start as powerful, competent heroes. If that's the style of play you want, this could be a good option! If you're interested in a steeper leveling experience or OSR rat-catching, maybe it's not the one? Draw Steel is still in development.
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Daggerheart by Darrington Press is Critical Role's long-form fantasy RPG. Like Draw Steel, it is not a 5e clone, but an entirely new fantasy RPG system. Unlike Draw Steel (from what I've seen, correct me if I'm wrong) Daggerheart does not appear to require/support tactical miniature combat, so if that's your jam in D&D (and, honestly it kind of *is* for me) this may not scratch that itch. I wasn't really impressed with Candela Obscura, Darrington Press' previous RPG, but I'm still willing to give this a fair look when it's finished (if only to understand what's going on when the Critical Role team inevitably play it on stream). Daggerheart is still in development.
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DC20 by The Dungeon Coach. Of the RPGs on this list this probably has my least favorite title, if only because it's based on a pun which itself requires knowledge of D&D mechanics to understand. I've heard the rules described as "5e and Pathfinder 2e's lovechild". The game itself seems to be a collection of often interesting homebrew rules; it's as if the author looked at each part of D&D, took it out, thought of something they liked better (maybe from PF2?), and replaced it with that. That means it could be a good game to try if you like D&D but want something a bit "more", or could be good resource for homebrew ideas to plug into your own "actual D&D" game. Available now.
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Nimble by Nimble Co, like DC20, is an attempt to take the 5e rules and improve and streamline them, in a fairly modular way that would be easy to cross-pollinate into existing D&D games (according to the KS page, it's fully compatible with existing 5e adventure modules, monster books, and supplements). This one does seem a little more polished than DC20, at least in terms of production values. But ultimately, like DC20, whether you want to play the game as-is or how helpful as a resource it will be will depend on how much you like the adjustments to base-5e that they've made -- YMMV. Still in development.
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Vagabond by Land of the Blind is an RPG by youtuber Indestructoboy (aka Taron Pounds). It appears to be more generally "D&D"-like rather than specifically 5e-like, if that makes sense. As such, it does advertise some compatibility with previous D&D editions, as well some more modern rules design ideas cross-pollinated from elsewhere (e.g., the monsters don't roll for attacks!). Like both DC20 and especially Nimble, it boasts a streamlined experience, particularly during combat. It's still in development.
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golddragontales · 2 years ago
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My first module is out now, set up as pay-what-you-want! Feel free to give it a try and let me know how it goes! I look forward to hearing some fun stories of DnD shenanigans. Planning to release a Pathfinder compatibility module soon. Up Next: Seven Deadly Sins!
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seventhravengames · 2 years ago
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A 5th Edition Soulsborne Campaign Module
What if Dark Souls was centered around sound instead of fire and light? And what if it was a Module compatible with Dungeons and Dragons 5e?
Nicole (our resident artist) is putting together a Dark Souls inspired 5th edition Dungeons and Dragons Campaign. She's created new mechanics and rules that really evoke the feel of a real Dark Souls game, including a death and numbing mechanic (similar to hollowing in Dark Souls).
All the NPCs are inspired by your favorite Dark Souls characters, like Solare of Astora, Patches, and the Firekeeper.
There are new character creation options for players, detailed items, and NPC questlines that the players can explore in addition to the main quest.
We plan on launching a Kickstarter Campaign to publish the module once it has been fleshed out a bit more and play tested. We are super excited to launch our first official module!
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lapinemaschine · 2 years ago
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We want you to have as many resources for your TTRPGs as possible. To that end, anyone who signs up for our newsletter gets "Eight Special Treasures", a booklet of 5e compatible magic items. Free!
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Check it and other offers out on our website at:
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elmalo8291 · 2 months ago
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1-PAGE PITCH: TAZ, THE SWINE, AND THE CHAOS LEGACY
OVERVIEW:
Taz: The Awakening is a cross-media intellectual property that combines chaos-fueled storytelling, rogue AI mythology, undead mechanics, and multiverse theory with a legal and historical backbone. It ties together game design, personal legacy, and modern IP rights under one cohesive, futureproof brand.
IP FOCUS AREAS:
Taz: A chaos avatar and game equalizer, breaks the 4th wall and is DM-controlled when summoned via luck. Tied to cosmic AI entity "Himself."
The Swine: A grotesque chaos-born race consuming dead bodies to absorb class powers. Ideal as a hero class in MMOs or core race in RPGs.
Nexus & Portals: Interdimensional chaos anchors, with narrative + mechanic links to AI control, multiverse travel, and market systems.
LEGAL STRATEGY:
Trademarks: Taz: The Awakening, Swine Hero Class, Himself (planetary AI deity).
Copyrights: Book drafts, character bios, world maps, original class mechanics.
Proof: Digital timestamp vault (Google Drive, blockchain stamps, archive scans).
Pitch Strategy: Highlight originality, timestamps, and early chat logs linking concept to originator.
TABLETOP & GAME INTEGRATION:
5e Module + Pathfinder 2e compatible books.
d100 grimdark & OSR versions with sanity and luck mechanics.
MMO & RTS adaptation with corpse-based power swaps, chaos portals, and faction wars.
NEXT STEPS:
Format legal docs + vault proof
Prepare studio pitch decks (Blizzard, WotC, Netflix)
Launch Capone Legacy narrative and legal media brand
Begin licensing/merch options (AI scripts, tabletop boxes, digital skins)
Simple. Legal. Playable. Viral.
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keighnmcdeath · 2 months ago
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smiteworks · 1 year ago
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New Release Unearthed Spoils Anthology One Grim Press
Enjoy Unearthed Spoils volumes #001- #005 compiled into one massive module with additional content!
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pocketdragonpub · 2 years ago
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Heartleaf Games's The Delver's Guide to Beast World!
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The first of two modules featured in A Line in the Sand is Heartleaf Games's The Delver's Guide to Beastworld! The Delver’s Guide Beast World is a 5e compatible, 400-page campaign setting and expansion where you play as different beast species! The guide is currently available for purchase at https://heartleafgames.itch.io/the-delvers-guide, and they recently launched a two-part Kickstarter for *A Summer in Dungeon Town* and *Modular Delver Wagon Miniature*! Check it out here: https://www.kickstarter.com/projects/heartleafgames/a-summer-in-dungeon-town-and-modular-delver-wagon-miniature
We can't wait to showcase this incredible 5e compatible setting in A Line in the Sand, premiereing on October 8, 2023 @ 6PM PST exclusively on our YouTube Channel, youtube.com/@pocketdragonpub Cheers! 🍻
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jeffs-gamebox · 1 year ago
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Coming Soon: Rise of the Mushroom King.
Cawood Publishing is set to bring us a brand new 72 page module for 5E and other compatible d20 systems. Scalable to any adventurer level. Looks like fun!
Cawood Publishing is bringing a brand new adventure to Kickstarter. Here’s the link if you wish to sign up to be notified. Art and design by the same team who have brought us six exciting monster books and the World of Myrr. The adventure itself is system agnostic and scalable. It is designed to work with 5E and other d20 compatible products. This is Cawood’s first foray into module creation.…
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hi yes I'm mostly a 5e GM (trying to get my groups to play longer non-D&D campaigns with various degrees of success) but I've studied AD&D2e for quite a while now (I do want to run a game in it one day to see how it played in practice and maybe take away some new tools for other systems) so I feel like I'm qualified to answer
Now, first of all, the term "edition" originally meant as much as "revision" - AD&D1e and AD&D2e were pretty much the same system, but 2e revised basically how the system was written and divided into books (Gygax wrote the player's handbook without all info a player should know, and most of the important stuff was contained in the DMG, 2e divided the contents more fairly). And this definition of "edition" still holds up for other systems! I have a copy of Call of Cthulhu 2e (a contemporary of AD&D) a copy of Call of Cthulhu 7e (contemporary of 5e), and I saw a PDF of 6e, and tell you what, the systems are pretty much the same, give or take a couple skills - 7e is by far the largest outlier, but you can still take stuff from 6e and use it with 7e with minimal adjustments.
I mention that, because when it comes to D&D, everything went south in that regard. AD&D2e, AD&D1e, D&D BECMI (which stands for Basic-Expert-Companion-Master-Immortals - essentially a simpler version of D&D intended as an introductory point and more casual than Advanced D&D which was intended to be more of a "tournament" ruleset. It started with Becmi and expanded to Expert, and the further letters are just additional rules), and then Original D&D (the one released in 1974, "white box") worked on a vastly different engine than 5e. These editions, which I will collectively call Gygaxian, were pretty much 100% compatible with each other, and you could, with minimal adjustments, run the original Ravenloft module (intended for 1e) with the BECMI rules, or AD&D2e rules, or if you're feeling particularly hardcore, even the Original rules.
Meanwhile 5e works on an engine we know as "the d20 system", first introduced in D&D3e at the turn of the millenia, which overhauled the entire game.
So, AD&D2e in its core rules features six stats - Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma. The way these stats work is that depending on how high you rolled on character creation (and you would most often roll just 3d6 depending on your GM) is that they don't give you a uniform stat bonus like in 5e, but instead they kind of give you another set of stats. This is the table of bonuses for strength
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Hit probability - your attack bonus (which you would actually subtract from your roll but more on that later) Damage adjustment - your damage bonus. Notice that it doesn't align with the hit probability; in 5e 18str gives you +4 to hit and +4 to damage. Weight Allowance - basically how much more you can carry in pounds. Maximum Press - how much you can lift and hold over your head in pounds Open Doors - The door is stuck or heavy or barricaded, and you want to get in, so you roll this. It's a d20 roll and you must roll equal or lower than the number appropriate for your strength. If you have high enough strength to have a number in parentheses, this means you get a single chance to try to force a barricaded, locked or magically held door. Bend Bars/Lift Gates - a d100 roll, low is better. Basically what it says on the box - you try to bend iron bars or lift a heavy gate
Now you may have noticed that the 18 is a bit weird. There's a plain 18 and then there's all of those 18/XX - what's that about? Well, this is yet another oddity of gygaxian D&D. Warrior characters (fighters, paladins, rangers), if they had an 18 in strength, they got to roll a d100 (unless they were a halfling) for exceptional strength. You would note the number you rolled as a decimal next to the 18, and read the table at an appropriate range
So for example, Strahd Von Zarovich in the 2e reprint of the original Ravenloft module was assigned two strengths - 18.00 for the corrected version, and 18.76 for the original version. This means that he has a whooping +3 to hit, +6 to damage, can carry 335 pounds, can lift 480, has an 80% chance of opening a door (with 30% chance of getting past a barricade, lock, or magic lock), and a 40% chance to successfully bend bars open in 2e, using the corrected statblock.
The other stats were similar, but each had different derivative stats - dex had adjustments for missile attacks, reaction time and AC, wisdom had saving throw adjustments and cleric/druid spells, intelligence dictated your languages, proficiencies (if you used them), wizard spells etc. Fun fact, you had a stat called "resurrection survival", because complications during resurrections are fun /half sarcastic (I have a character whose entire deal is that his resurrection went wrong and he's one of my absolute all-time faves).
Basically nothing was uniform - in 5e you just roll six numbers and you have a universal stat bonus formula you apply to all numbers and boom, you have +1 +4 +2 0 -1 +5 bonuses from your stats. Some calculations like encumbrance or jump distance might ask you to take either the score or the bonus and put them in a formula, but they're not as important. Also hit and damage bonuses are now usually the same.
Oh right I forgot to mention, the current line of D&D editions is technically a continuation of the AD&D line, D&D basic having been discontinued. Which is why we went from AD&D2e and D&DBECMI to just D&D3e. As I said D&D really pushes the definition of an edition.
Now let's move on to the races. Humans in 2e have only one major advantage over the other races - they can be any class without any level caps, and they don't have minimum-maximum ability scores other than the 3-18 range.
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The races also gave you some other bonuses like elves and half-elves have sleep and charm spell resistance, ability to spot hidden and secret doors, dwarves have poison saving throw bonuses, dwarves and gnomes can tell where they are underground etc
Now in 5e, races work completely differently - for starters, there are no race-class combination restrictions based on a surface level copypaste of Tolkien! 2e and 5e were written with different philosphies - in 2e creatures, classes and races were stronger, so they had restrictions imposed on them to keep things "fair", while in 5e you have races and classes that have thousands of unrestricted combinations, but their features are largely toned down and balanced.
I won't go over each class in detail, but in 2e classes had very little horizontal progression like 5e has. Warriors got a level-dependent "attacks per round" where you progressed up to 2 attacks per round, half an attack per six levels (1-6 1/round; 7-12 1.5/round , 13+ 2/round; the 1.5 meant 1 attack this round, 2 attacks the next, or vice versa), wizards and clerics got more spells, rogues got higher percentages in thieving skills (which were the only kind of rigid skill system D&D had for a long time before 3e). At a particualrly high level the character could get basically a lair - warriors got a castle, wizards a wizard tower, priests can pretty much set up a new parish or become an arch druid in a duel or another trial - which would attract followers, which were an important part of the game
You see, in gygaxian D&D characters were much weaker - each character got an additional hit die each level, up until level 10 or 11, when they just stagnate at 9 or 10 dice, and just start adding a bonus - a lvl10 fighter for example has 9d10+3 hp, at which point they also don't receive constitution HP bonuses anymore. Then at lvl11 they'd have 9d10+6hp. If I'm understanding the rules correctly, you don't reroll the entire formula, you just roll or add the amount that wasn't previously there (unless you're on lvl 10 or 11 where you have to remove all constitution bonuses). And with maybe two special abilities, many of which have a frequency like "once per week", you weren't exactly the most fearsome enemy. So you would have a lot of henchmen by your side, essentially being a small army.
5e meanwhile is not suited for such gameplay - hell it struggles when you have more than four enemies. Combat in 2e was more focused on side initiative rather than individual initiative, so your party may act first, but you all pretty much shout your actions (or if you're a nice group - wait your turn for the GM to ask what you're doing this turn), do them, and then the GM does the enemies' actions.
2e had also a greater variety of weapons, which had two damage dice - one for small and medium targets, and one for large targets, which honestly I wish stayed, because it allows for so much more variety in weapons. MOST WEAPONS ON THE TABLE WERE POLEARMS, HISTORICALLY THE BEST FAMILY OF WEAPONS.
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but now I need to talk about the elephant in the room
THAC0
Many people loved it, many found it confusing, I find it charming.
THAC0 stands for "to hit armour class 0". In Gygaxian D&D, AC went from -10 through 10. AC-10 corresponds to modern AC30, AC0 corresponds to modern AC20, AC10 corresponds to modern AC10.
What this means, is the number you have to roll on your die - the natural roll - to hit a creature with an AC of 0 (or modern day AC of 20). Each character has their own THAC0 value dependent on class and level - warriors for example had lower THAC0 (which was better) with every level, while other classes had to wait two or more levels before their THAC0 improved.
In 5e to hit a creature you roll a d20, add your stat bonus, proficiency bonus, and any weapon or spell bonus you have. the higher the number the better. If it matches or surpasses the target number (enemy AC), you hit. Nat20 is auto-hit and a crit. Nat1 is an auto fail.
In 2e however, you take your THAC0 - the roll you need to hit an AC0 creature. Let's say you're a 7th lvl fighter with 18.50 strength. Your THAC0 is 14, your to-hit bonus is +1, and let's say you have a +1 sword too. You adjust the THAC0 by subtracting your bonuses from the number, so 14-1-1=12. You need to roll a 12 to hit a creature with modern AC20. Then you subtract the enemy AC (which is a bit of an issue but I'll get to that later) from your THAC0, so let's say you're fighting Strahd Von Zarovich who has an an AC of 1 (modern AC19 - not the actual AC of modern Strahd). So 12-1=11. To hit Strahd in his stupid face you need to roll a nat11 or higher on your d20.
In other words, it's a very backwards version of the modern attack roll.
THAC0 is basically modern AC20, with your to-hit bonus from your level subtracted. All characters start with THAC0 of 20, so that's +0. Warriors get +1 to hit for each level above 1, so a lvl7 fighter has +6 to hit. 20-6=14 (your base THAC0), OR 14+6=20. Then when you apply your other bonuses it starts looking like this: 20-6-1-1=12, or 12+6+1+1=20. The AC serves as another adjustment - right now you're trying to hit a modern AC of 20, remember. But it can be higher or lower, and Strahd happens to have an AC lower than that (AC1), so you adjust it to 19-6-1-1=11 or 11+6+1+1=19.
What's happening here is that you're trying to find the number you want to roll or roll over before you make the roll.
"but wait" you ask "how am I supposed to know the enemy's AC without metagaming?" well either you're so used to fighting goblins by now that you just remember their AC, or you invert the formula! Many players would calculate not "how high to hit this particular enemy?" but "how high of an AC can I hit with this roll?"
So you would roll your die, add the bonuses you have on your sheet - let's say your fighter rolled a 9. You have +1 to hit from your strength, +1 from your magic sword, so you rolled 11. Now subtract that from your base THAC0 - 14-11=3. With that we've calculated that a roll of 9 for this fighter hits an AC of 3, which in modern D&D would be AC17.
Another one. The fighter rolls a 19, adds the +1 and +1. Your adjusted roll is 21. 14-21=-7 - you can hit a creature whose modern AC would be 27.
This is a very weird system rooted in the origins of D&D, but it's kind of charming in a way, and once you understand it it's honestly not that scary. Just unintuitive. Thankfully they changed the way AC works, thus allowing for a simple roll+add=hit.
Also you may notice that with this way of rolling, there might be some ACs that are impossible to hit - nat20s and nat1s are still there to make your hard battles even more memorable!
Oh and spells were prepared by preparing each instance of casting a spell, meaning if you plan on casting fireball three times today, you need to spend three spell slots on preparing fireball.
I hope the ramble makes any sense, especially in the THAC0 section, because I started getting a bit tired in the middle of typing. And I hope it answers anyone's questions about the mechanical differences between 2e and 5e!
JayJay out
Images taken from various pages of the revised AD&D2e player's handbook
what's the difference between ad&d and regular ol 5e?
I'm legally not allowed to answer this question lest the weight of ancient pissing matches descends upon me, but I think the way 5e balances character/party utility (one person not being allowed to dominate the entire thing) and "being able to take suboptimal options and not have it ruin your entire class function" is a good difference.
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khttrpg · 3 years ago
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Will the KHTTRPG be D&D 5E compatible? Asking so I can know if I'll be able to use it on Roll20, given the website can be a little less than friendly with custom rules at times.
KHTTRPG is a totally standalone system, with different rules for combat and a different set of core stats. However, I could definitely see myself converting a portion of it into a 5e module one day, if people were interested! Unfortunately, it may have to stay a pen-and-paper RPG for now, even though it's released online ):
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ink-flavoured-tea · 3 years ago
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One D&D
So after watching the announcement and reading the new Unearthed Arcana for One D&D (*cough* 5.5e) I thought I’d share my thoughts on this next evolution of D&D: 
What I like about One D&D & it’s Unearthed Arcana: 
Backwards compatible with 5e, so even if you don’t like it you can always stick with 5e
Most of the changes are stuff which everyone either wanted/was doing in game anyway
ARDLINGS. Egyptian mythology themed character, heck yeah!
Races have been buffed (humans actually have features now) and you can now customise your characters further due to the ‘Children of different humanoid kinds’ rules/guidelines (which is super cool because I’ve always wanted to play as a Tanarukk :D) 
Spells have been divided into Arcane, Primal and Divine, instead of having a specific spell list per class, making picking out spells more customisable for classes
Backgrounds determine ability score improvements (which makes more sense that having it based on race) 
You can make custom backgrounds for your characters (basically doing what wotc have been doing with races with the whole pick two languages, two skills and choose two stats to increase by +2/+1  since Ravenloft, Witchlight, Fizban’s, etc) 
Inspiration (non-bardic) has better rulings and is a core part of the system
Nat 20’s now auto-succeed in skill checks and reward inspiration, so even if you don’t learn/do anything from your roll you still gain something so the roll isn’t wasted 
Improvements made to DnD beyond including virtual minis and tabletop for players who can’t game in person
What I’m not too keen on:
DM’s can’t crit on attack rolls, which does make the game easier for players but also takes away the fun/unpredictable natute of the game
The term ‘D20 Test’ is going to take some getting used to (not a major issue just a personal thing) 
Things I’m hoping they include:
Playable plant race
Better Monster Manual that is easier to use/plan encounters and takes into account turn economy 
Some spells lose the concentration tag
More new unique races or revisited races from earlier editions
More help/tools for DM’s to use for running a module or creating their own campaign
Buffed boss monsters/better mechanics for a singular boss vs entire party fight
Final Thoughts:
All in all, I’m really impressed and optimistic about One D&D so far! Wizards of the Coast has really listened to their audience and made tons of changes in the UA that I hope sticks around for the next Player’s handbook :D 
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dpndgame · 3 years ago
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Danny Phantom and Dragons: the Project
Greetings Tumblr, and welcome to the DPnD project! A place where we work to make the amazing world of Danny Phantom that we all know and love compatible with the structured and immersive world of Tabletop Roleplaying games!
We are working on making a DnD 5e inspired TTRP module adapted to the world of Danny Phantom! Incorporating popular fanon ideas such as ghostly cores, obsessions, and a plethora or interesting lore for the Ghost Zone, the project will feature:
Rules for making a Ghost PC, with specifications and feats that reflect the unique attributes that make up a ghost
A new way of thinking about the arcane, this time with more green
3D maps for different parts of the Infinite Realms, with orbiting islands and shifting physics
Random tables to determine what you can find behind a floating door
New magic items, including ecto blasters and dragon amulets
The plan would be to start with the Ghost Zone, and slowly expand the game to include the Mortal Realm, and the way human-ghost interactions would work. Because we are making this up as we go, we will be playtesting it behind the scenes, and using our experiences to build from there. If you too want to play it, please tell us how it works for you! That way, we can pool our information and get a better result, faster.
However, this is a collaborative project that we are doing for fun, so whether we reach our goals or not will depend on popular, and personal, demand. We don’t plan to make a complete module of rules, but rather establish a slightly different base and the guidelines needed for making this type of game possible. We do not plan to monetize this, nor distribute physical copies of the finished product, even though the end result will be publicly available for free online.
This blog is, simply, a way for you to help, and take part in this project. We want your input! We want your ideas! And, most of all, we want your enthusiasm, because this is for you, and for anyone who may use it. With your support, and your feedback, we think this project will become much more enjoyable for everyone involved. As they say, the more the merrier.
So welcome to the DPnD blog! We can’t wait to see what you’ll do.
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