Negative Armour Class
Posted: Tue Jul 06, 2010 3:53 pm
Most of us are all familiar with the idea of ascending armour classes versus descending armour classes, and ideas about what might make one more suitable than the other for use with Dungeons & Dragons. No doubt, there is a passing familiarity with the idea that maybe flipping armour classes between Chain Mail and Dungeons & Dragons might have been related to some sort of 2d6 or under system with a range of 2-9, but the reason remains a mystery.
I was thinking today about the numeric range of armour class in D&D (9 to −9) and AD&D (10 to −10), and it occurred to me that these correspond to two probability distributions. In the former case 5% to 95%, and in the latter case 0% to 100%, which makes 55% the "pivot point" in both cases. In order to get access to the full range of probable outcomes, that is to say to be able to hit the full range of armour classes without resorting to repeating twenties, a character needs a THAC0 of about 11, which is the equivalent of around fighter levels 10-12. If in OD&D fighters once had a smoother progression of 2 points for every 3 levels, then it would be just as they hit 13th level: (1-3 = 19, 4-6 = 17, 7-9 = 15, 10-12 = 13, 13-15 = 11). Perhaps also significant is that fact that monsters hit this same THAC0 at around about 9-12 hit dice.
So, I was wondering, if perhaps the positive to negative 19 or 21 point range might have been linked to a developmental stage of Gygax's thinking, where he was looking at what "hit ranges" were possible for characters of various levels. In AD&D, for instance, a level one fighter can hit AC 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, but basically has to advance to level 11 before he can hit AC −10 without repeating twenties, whilst a monster needs to have 10 or more hit dice. Possibly it is more obvious somewhere between OD&D and AD&D where each level of fighter corresponds directly to a negative armour class (Level 1 Fighter hits AC −1, Level 2 Fighter hits AC −2, and so on).
Anyway, this was just rattling around in my head and I wondered if anybody else had any new insights.
I was thinking today about the numeric range of armour class in D&D (9 to −9) and AD&D (10 to −10), and it occurred to me that these correspond to two probability distributions. In the former case 5% to 95%, and in the latter case 0% to 100%, which makes 55% the "pivot point" in both cases. In order to get access to the full range of probable outcomes, that is to say to be able to hit the full range of armour classes without resorting to repeating twenties, a character needs a THAC0 of about 11, which is the equivalent of around fighter levels 10-12. If in OD&D fighters once had a smoother progression of 2 points for every 3 levels, then it would be just as they hit 13th level: (1-3 = 19, 4-6 = 17, 7-9 = 15, 10-12 = 13, 13-15 = 11). Perhaps also significant is that fact that monsters hit this same THAC0 at around about 9-12 hit dice.
So, I was wondering, if perhaps the positive to negative 19 or 21 point range might have been linked to a developmental stage of Gygax's thinking, where he was looking at what "hit ranges" were possible for characters of various levels. In AD&D, for instance, a level one fighter can hit AC 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, but basically has to advance to level 11 before he can hit AC −10 without repeating twenties, whilst a monster needs to have 10 or more hit dice. Possibly it is more obvious somewhere between OD&D and AD&D where each level of fighter corresponds directly to a negative armour class (Level 1 Fighter hits AC −1, Level 2 Fighter hits AC −2, and so on).
Anyway, this was just rattling around in my head and I wondered if anybody else had any new insights.