For this final episode of the Dice Exploder D&D miniseries, I wanted to go back to the source, to my first experiences playing the game. And I figured who better to do that with than someone else who was there, my first DM, my very own father.
We get plenty nostalgic for back when I was 8 years old, but I also made him talk to me about THAC0, early D&D's needlessly opaque and complicated version of an attack bonus. I made him do this because I think of THAC0 as so representative of how D&D's rules have worked for me over the years, and because my dad has never given a crap about any of those rules. When we played, he barely even read the rulebooks. So how did we still end up playing D&D? What were we even doing?
I have a list of mechanics I’d like to cover on Dice Exploder, and I’d say about a third of them are jokes. One of those jokes is Rule Zero, a maxim that says "the DM (or GM) is always right." I think of Rule Zero as originating in D&D culture, and as part of this D&D miniseries, I thought it'd be interesting to use as a way into talking about the play culture around the game, how it's actually played at the table, and how many of its rules people actually use.
There's no one I'd rather talk with about "do rules matter" than returning cohost Em Acosta (Exiles, Crescent Moon) who's spent a lot of time thinking about what rules they find actually useful in play. And in the end, we find yet another answer to my series-long quest for an answer to the question: "what actually is Dungeons & Dragons?"
This episode I'm joined by Sam Roberts (Escape from Dino Island) to talk about prestige classes, special classes from D&D 3e that you could only take by multiclassing into them. Sam thinks of these things as a noble failure: a very cool idea whose execution almost immediately dropped the ball. But what can we learn from their corpse?
We get into that, along with a boots-on-the-ground discussion of what our experiences were like actually playing D&D 3rd edition and an exploration of advancement as a concept at large: how does it work in most games, and how might it work instead?
Welcome to the D&D miniseries! I wanted to kick this off with a look into the mechanical heart of D&D, but I didn't really know what that meant. So I asked my friend Tristan! Designer of the award winning game Shanty Hunters and author of the Molten Sulfur blog, Tristan now spends his time as a designer on Nations & Cannons, a hack of D&D set in the American Revolutionary War.
Tristan brought on a mechanized design principle underpinning D&D, the Adventuring Day, which says the game should be balanced for parties to go through 6-8 combat encounters between each long rest. It’s an interesting idea... even though absolutely no one in the known universe actually plays D&D like that. So where’d it come from? And how do you approach it as a designer?
Today I'm kicking off a miniseries of Dice Exploder episodes all about the Tarrasque in the room: Dungeons & Dragons itself. But before we get into that, I wanted to lay out for context where I'm coming from, what my relationship is like to "the world's greatest roleplaying game™" is like, and what questions I was hoping to answer with this series.
If you listen to this show, you probably come from a community that's skeptical of D&D. I'm not personally a fan. But it's unquestionably doing something for many people, and I don't buy that they simply don't know any better. So what's the deal? What's good about Dungeons & Dragons?
A few weeks ago I saw this meme going around. And because this is the internet, my reaction to it was “this is wrong and I should write a thousand words about why…”