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Re: Adventurer's Guild: The Dungeons & Dragons Discussion Thread

on December 5th 2012, 2:55 pm
Yeah they have another system in place of THAC0. Instead you have a base attack number say for example 13. When you attack you roll a d20 and if it comes up 13 or higher you hit 20 still being a critical hit. Armor and such raises a creatures AC closer to 20 so higher is better now, where as before AC 0 was great now its AC 20. At least thats they way it was for 3rd edition not sure what system they use in 4th.
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Re: Adventurer's Guild: The Dungeons & Dragons Discussion Thread

on December 5th 2012, 3:06 pm
@Tasuki wrote:At least thats they way it was for 3rd edition not sure what system they use in 4th.
AC works the same in 4th Edition, but saving throws are heavily modified. Fortitude, Reflex and Will are no longer saving throws but work the same as AC, with each character having a separate score for each which essentially turns them into alternate Armor Classes. All four are now a category called "Defenses", with one Defense for Armor checks; one for checks against poison, disease, etc.; one for checks against traps, etc.; and one for checks against domination, etc. Saving throws still exist in 4th Edition but are generic, covering anything that requires a saving throw.

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Re: Adventurer's Guild: The Dungeons & Dragons Discussion Thread

on December 5th 2012, 4:04 pm
That makes sense that the saving throws are generic now. I cant tell you how many times playing 2nd or 3rd edition and I wanted to give players a saving throw against something but it didnt fit into any of the categories. I guess I wasnt the only one.
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Re: Adventurer's Guild: The Dungeons & Dragons Discussion Thread

on December 5th 2012, 4:57 pm
I wonder how defenses and saving throws will work in D&D Next. If Next really does "bring together all the editions", then how will Wizards of the Coast select which one to put into the rules? I'm pretty sure the new rules system will be a house-ruling DM's paradise.

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Next Episode: S02E03 Akanian Origin


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