I am an RPG player who cut their teeth on the sprawling complexities of Advanced Dungeons & Dragons (AD&D). But then took a 20+ year break, then, returned to the fantasy world with D&D 5e. It was like returning to a familiar childhood home to find it renovated and modernized. While I miss the more detailed gameplay of AD&D, I can’t deny the appeal of this updated version.
Compared to AD&D, Dungeon & Dragons 5e is a more accessible game. The streamlined ruleset makes it easier for new players to grasp the fundamentals. This is partly due to its emphasis on advantages, disadvantages, and bounded accuracy. But, veterans might yearn for the granular complexity of THAC0. Not to mention individual saving throws. This simplification allows for a smoother, faster-paced game. Less time consulting tables and more time immersed in the narrative is the highlight of D&D 5e.
What is AD&D THAC0 you ask?
THAC0 is an old-school acronym standing for “To Hit Armor Class 0”. Each player character and monster has a statistic known as THAC0. The calculation of this stat uses their level or hit dice. Against an opponent with an armor class of zero, you must roll equal to or above your THAC0. A twenty-sided die roll, like today, determines a hit. In practice, most opponents do not have an armor class of zero. In that case, you subtract the target’s armor class. Then, you use the attacker’s adjusted THAC0 to determine a hit.
For example, a character with a THAC0 of 14 must roll between 14 and 20 on a d20 to hit an opponent with AC 0. Against an opponent with AC6, he hits on a roll between 8 and 20 (14 − 6 = 8).
Simple. Right?
Streamlined, D&D 5e combat improves gameplay. When you attack, roll your dice and add the extra points from things like your weapon or skills. If the total is higher than your opponent’s armor class, you hit them. After that, determine the damage amount and move to the next attacker in the initiative order.
Character creation, too, has undergone a significant shift. To begin with, your initial dice rolls for your abilities do not determine race. Under AD&D rules, you couldn’t be an elf if you rolled less than 8 for Intelligence. And, the only races were dwarf, elf, gnome, half-elf, halfling, half-orc, and human. AD&D 2e removed half-orcs due to orcs being the “evil” alignments and what that implied. Today, in D&D 5e, players can choose a variety of races in the Players Handbook. The supplements added more races. Plus, races are not restricted to certain alignments and penalties.
AD&D’s rigid class and race restrictions have given way to a more flexible system, with subclasses and feats. These offer greater customization and allow for unique character builds. AD&D introduced diversity through alternative rule “kits” for classes. The monk was one such “kit” with the monk being an alternative to the priest class. While some may lament the loss of the “pure” classes, D&D 5e increases versatility. D&D 5e also encourages players to explore different playstyles. This leads the players to delve deeper into their characters’ individual stories.
D&D 5e magic retains its sense of wonder.
Advance Dungeon & Dragons used the “Vancian system” for magic. In this system, characters must memorize or prepare spells ahead of time. Then, they can only cast each such prepared spell once. In D&D 5e, spell slots provide a framework for resource management. Plus, cantrips offer a “taste” of magic without the fear of exhausting spell slots. D&D 5e allows for dynamic and fluid use of magic, encouraging creative applications in and out of combat.
The most striking difference between AD&D and D&D 5e is the players and culture surrounding the game.
In the AD&D days, players were often relegated to places like poorly lit basements and niche hobby shops. The RPG game attracted a male and often self-identified “nerd” crowd. These players worked to master the intricate rules. Then spend hours optimizing character builds for combat prowess. All so they can tackle deadly dungeon crawls with a competitive spirit.
Today, D&D 5e has emerged from the shadows and entered the mainstream.
Streaming shows have showcased the dramatic, collaborative storytelling of Dungeon & Dragons. Shows like Critical Roll. They attract a diverse audience of all ages, genders, and backgrounds. This shift in demographics has brought a change in attitudes and playstyles. D&D 5e players use collaborative storytelling and character-driven narratives. They use these to explore the social and emotional aspects of the game. While tactical combat still holds its place, it’s often seen as one element. All this is within a larger tapestry of roleplaying and shared storytelling. Reflected in the streamlined ruleset, the gameplay minimizes time spent on complex calculations. The rules also maximize opportunities for creative problem-solving and social interaction.
The rise of online platforms like Roll20 and D&D Beyond has further democratized the game. Connecting players across geographical boundaries while fostering a sense of global community. The community is generating homebrew content and elevating a diverse perspective. This “co-creation” of the game world makes it richer and more intriguing. Players and Dungeon Masters can do more creative things together, than in the old days of AD&D.
D&D 5e creates a welcoming and inclusive environment.
Dungeon & Dragons 5e encourages creativity, collaboration, and a shared sense of wonder. This is what made D&D. D&D so fantastic in the first place. D&D 5e adapts to the evolving tastes and expectations of a new generation of adventurers. But in doing so, still retains that original “fantasy”.
I do miss at times AD&D though. The DIY ethos and gritty realism of endless hours of a grueling dungeon. Shut into a dingy basement with stolen snacks (and “beverages”). Some players have turned to the other system like the “one that can’t be named”. But for this the old-school AD&D. I enjoy the streamlined D&D 5e rules system. It allows me to focus on the storytelling. And not only in fantasy worlds but also in the modern day with killer klows using the Heckna campaign setting. Or in a sci-fi world like Stargate. Or even in a prehistoric, dinosaur fill world like Plangea.
About the Dungeon & Dragons, 5e
- Publisher: Wizards of the Coast
- Number of Players: 2+ Players
- Mechanics: role playing
- Where to Buy: Everywhere
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