Early D&D used to be a mishmash of various different rules. Roll this die for this, that die for that, look on a table for this other thing. Thieves rolled a percentile die (two d10s with one treated as the "tens" place) and compared to a table on thieves skills; fighters rolled a d20 and looked up their result on a table organized by their level and the targets AC; later fighters rolled a d20 and compared THAC0 and AC to the result; some traps you rolled a d6 and found it on a 1, some doors you rolled a d8 and forced it open on a 1, some checks you rolled a d20 and tried to get under your ability score like STR.
It was kind of a crazy, scattered mess.
Wednesday, December 6, 2017
Tuesday, December 5, 2017
Advanced Berenst#in Bears Theory - Complex Euclidean Space
I wrote a blog post several years ago about the Berenst#in Bears that, somehow, against all odds, managed to get picked up on the internet. It's been posted on Reddit and other outlets several times, and accounts for about 95% of all traffic to my blog.
The post is of course intended to be silly, but part of the silliness is that hidden inside this ridiculous proposition of universes merging over children book names is a very mathematically complicated thesis about the nature of space and time.
I don't think I did a very good job explaining what that thesis is, because I often see my blog being referenced as claiming either time travel, the many-worlds hypothesis, or something else about quantum mechanics are responsible for us finding ourselves in this piteous state of being in the wrong universe with the wrong cartoon bears.
In this post, my goal is to outline what exactly it is that I was "claiming," so that if the story gets picked up again (unlikely now that more major outlets have picked it up), maybe people can actually at least summarize what I'm saying correctly.
TL;DR the theory is about changing the geometry of spacetime by allowing all four dimensions to be general complex numbers.
Let me start with what the theory is not.
The post is of course intended to be silly, but part of the silliness is that hidden inside this ridiculous proposition of universes merging over children book names is a very mathematically complicated thesis about the nature of space and time.
I don't think I did a very good job explaining what that thesis is, because I often see my blog being referenced as claiming either time travel, the many-worlds hypothesis, or something else about quantum mechanics are responsible for us finding ourselves in this piteous state of being in the wrong universe with the wrong cartoon bears.
In this post, my goal is to outline what exactly it is that I was "claiming," so that if the story gets picked up again (unlikely now that more major outlets have picked it up), maybe people can actually at least summarize what I'm saying correctly.
TL;DR the theory is about changing the geometry of spacetime by allowing all four dimensions to be general complex numbers.
Let me start with what the theory is not.
Saturday, November 4, 2017
A Rule for Shields from Descending Armor Class, Applied to Ascending Armor Class
I've been playing 'D&D 'ever since I was a young boy and found my dad's Dungeon Master's Guide on his bookshelf (the original, by Gygax). I was still too young to understand a lot of it (Gygax opens with a discussion of uniform vs binomial probability distributions...), but I spent hours of days flipping through the pages, looking at the pictures and reading the descriptions of a fantastic world. It inspired me to make my own games about exploring through planned dungeons with friends and having them use ability scores to get through.
By the time I was old enough to try to really figure out the rules, version 3.0 was out, which made a lot of changes. One of the biggest was replacing the original Descending AC and THAC0 system with the slightly more intuitive Ascending AC system. This system always just made sense to me, whereas DAC and THAC0 always seemed weird and complicated. I never understood how DAC worked, and never really saw a good explanation of it, and so just never used it. It was only recently, when getting into old school tabletop RPGs, that I decided to look up an explanation of how DAC and THAC0 used to work.
By the time I was old enough to try to really figure out the rules, version 3.0 was out, which made a lot of changes. One of the biggest was replacing the original Descending AC and THAC0 system with the slightly more intuitive Ascending AC system. This system always just made sense to me, whereas DAC and THAC0 always seemed weird and complicated. I never understood how DAC worked, and never really saw a good explanation of it, and so just never used it. It was only recently, when getting into old school tabletop RPGs, that I decided to look up an explanation of how DAC and THAC0 used to work.
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