this post was submitted on 14 Jan 2026
72 points (100.0% liked)

Dungeons and Dragons

12991 readers
90 users here now

A community for discussion of all things Dungeons and Dragons! This is the catch all community for anything relating to Dungeons and Dragons, though we encourage you to see out our Networked Communities listed below!

/c/DnD Network Communities

Other DnD and related Communities to follow*

DnD/RPG Podcasts

*Please Follow the rules of these individual communities, not all of them are strictly DnD related, but may be of interest to DnD Fans

Rules (Subject to Change)

Format: [Source Name] Article Title

founded 2 years ago
MODERATORS
 

As a kid and teenager in the 80's and 90's, my brother and friends used to play dungeons and dragons (Mostly adnd 2e, and my forever dm brothers homebrew rules). I got back into it again as an adult a good 35 years later, and everything sure has changed.

I originally got introduced to this kind of world when my cousin got Heroes Quest for Christmas. I remember how we would huddle around that board all that Christmas day. It kind of evolved into D&D rules, good old attributes Roll Style, 3d6 for each stat, no rerolls, and you'd better play what you get. We had this one friend who would always roll his character at home, and for some odd reason his main stat and constitution would always be 18.

I remember when I got my hands on the monstrous manual. Reading the pages, glossing over the pictures, it was magical. I used to walk to school imagining scenarios with lawful good silver dragons, and whatever campaign setting my brother had cooked up. He'd make up stories walking to school during the freezing cold winter, how the glimmers on the ice pavement were actually armies of hobgoblins, and being the naive kids we were the best wizard of the party was named Merlin and the thief was called Bilbo. This was a time before the internet, before mass media, we had three channels on our TV and to us it was pretty much all we knew.

It was impossible to talk to others about this world. We'd play through the evenings exactly like the kids in Stranger Things, huddled over a table in the basement, in an autocamper at night, sometimes only in candlelight because we didn't want our parents to know how long we were up for. We'd draw our own maps, repurpose painted Warhammer figurines, and our campaign setting built its own lore and cast of characters through the years. Occasionally normal people would come in, ask "Who's winning?", to the point that it became an in-joke to us explaining how it was not a game you could win.

Like most others around the table I was an awkward kid. I couldn't relate to the kids at school, I was bullied because I was a nerd, so I sure as hell couldn't talk to anyone about it. It felt like we were actually the only people in the world who had this interest. I think this is one of the defining differences between DND now, and back in the day. You truly felt like you were completely alone, that no one knew about it, and no one really understood. 5 years ago I got an autism diagnosis, I've been able to mask my autism really well. I think DND taught me that. The ability to roleplay, have a sandbox for different ways of expressing myself, having a friend group where obsessing over arcane rules and trying out different personalities for fun was encouraged and loved.

Today I've become a part of a DND group in my city. It's fittingly still in a basement. The people are largely the same, tolerant, welcoming, nerdy, and passionate. But the younger ones don't really hide it like we used to. The fact that I can go online, and find millions of posts and videos is still a bit surreal. The rules have changed, there are more classes, more settings, but the people are by and large the same. Same wonderful oddballs I used to roll dice with in the basement, as I listened to the DM's descriptions while fiddling with the wax in our burning candles. It feels like coming home.

you are viewing a single comment's thread
view the rest of the comments
[–] Rhynoplaz@lemmy.world 15 points 1 day ago (3 children)

A tip from another old timer: we don't say THAC0 anymore.

[–] fennesz12@feddit.dk 6 points 1 day ago (1 children)

I quickly adjusted to the new AC rules, but classes and races sure have changed lol. Tieflings? Apparently they were a thing in Planescape, but I don't remember them. And playable orcs, and Dragonborn surprised me too.

Also, so many magic wielders. With the old wizard style of magic, it felt a bit more rare and magical to me. Magic is almost too easy to come by in newer editions. Maybe its just me.

All in all, if feels like DND has exploded in a variety of options and possibilities which is cool. Also, old dual class system and multiclassing we never used at all. Newer systems actually seem solid.

[–] frongt@lemmy.zip 4 points 1 day ago (1 children)

Yeah and 2024 is even worse in that respect. Everyone gets everything at low levels. I just hit level 5 as a barbarian, subclass path of the wild heart, so I get extra features with rage, and the beast sense and speak with animals ritual spells, and weapon masteries, and extra attack, so if I use a weapon with the nick mastery property, I can hit for my first attack, nick with another light weapon, extra attack with the first weapon, and I still have my bonus action to do something else (which I'm pretty sure can be the bonus light weapon attack). It's ridiculous.

[–] fennesz12@feddit.dk 3 points 1 day ago

My group plays 2014 edition, and already here I feel like every class perk is frontloaded and stacked really early. There doesn't seem much point to level beyond 7-10 in some cases.

Also, there are so many extra rules, extra features, extra options that experienced DM's will include that it's intense to learn on top of also having to adjust to a new setting. In my 90's DND group our homebrew rules tended more towards simplification in many ways. But maybe it's just my nostalgia glasses.

None of it is a dealbreaker though, it's just a different way of playing. The only thing I still don't like is how excruciatingly long encounters sometimes take, with everyone having to go through a whole turn of deciding what they want to do, rather than declaring it up front like we used to.

My DM back then also did a lot to cut down how long combat took.

Bring back THAC0 Thursdays!

[–] sbv@sh.itjust.works 1 points 1 day ago (2 children)

I wasn't playing when THAC0 was a thing. It sounds unnecessarily confusing. But damn, is that fun to say.

[–] nocturne@piefed.social 5 points 1 day ago

Yeah it was a bit confusing, but once you understood it, it was easy enough.

If your thac0 is 15, and your opponent is ac5, you need to roll a 10 to hit. If they are ac-5 you need a 20.

[–] Rhynoplaz@lemmy.world 3 points 1 day ago

It really was unnecessarily confusing.