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Every general class type had its own matrix-style table, while monsters used the same matrix as the generic fighter character type. In AD&D 2nd Edition, if the final result equals or exceeds the attacker's THAC0 (the pre-recorded number the character needs T o H it A rmor C lass 0 "), the attacker has successfully hit a target with armor class 0.
A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game.A character's capabilities, strengths, and weaknesses are largely defined by their class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character. [1]
An attribute is a piece of data (a "statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice.
Unlike most classes, druids know a third at-will attack power, however they must have at least one and at most two at-will attack powers with the "Beast Form" keyword. Each of the two Druid builds presented in the Player's Handbook 2 emphasizes one of the class's two secondary roles. Guardian druids lean towards the Leader role, focus on ...
The combat system was modified. The minimum number required to hit a target uses a mathematical formula in which the defender's armor class (AC) is subtracted from the attacker's THAC0 ("To Hit Armor Class '0 '") number, a simplification of 1st edition's attack matrix tables that had appeared as an optional rule in the 1st edition DMG ...
The flexibility of the Dungeons & Dragons (D&D) game rules means that Dungeon Masters (DM) are free to create their own fantasy campaign settings.For those who wanted a pre-packaged setting in which to play, TSR, Wizards of the Coast (WotC), and other publishers have created many settings in which D&D games can be based; of these, the Forgotten Realms, an epic fantasy world, has been one of ...
A module in Dungeons & Dragons is an adventure published by TSR.The term is usually applied to adventures published for all Dungeons & Dragons games before 3rd Edition. For 3rd Edition and beyond new publisher Wizards of the Coast uses the term adventure.
T1 Dungeon Module Cover, an example of an early Adventure for Dungeons & Dragons published by TSR. In the Dungeons & Dragons role-playing game, an adventure or module is a guide for managing player knowledge and activities within a specific scenario.