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The fifth edition simplifies and rationalizes D&D in key ways. Breaking down a door is a great example: When Angela wanted to throw her weight around, Willi asked for her strength score—and figured it was high enough to get the job done. “The idea is if you are not rushed, and there’s really no danger, we simply look at it and say anyone with a strength of fifteen or above can open it,” Willi said. “If you are being chased by a horde of goblins and it’s important to get in the door in a rush, then I might make you roll. But generally, it’s the DM’s prerogative.” Compare that to the 3.5 edition rules, which are rather more complicated. First, the player may attempt to smash the door open with a Strength check. They roll a d20 and add their strength bonus. Then the DM checks a table5 that lists different kinds of doors (simple wooden, good wooden, strong wooden, stone, iron, wooden portcullis, iron portcullis) and determines the door’s breaking point. If the player scored higher than that number, they’re through. If not, they’ve got a long way to go. Next, the DM figures out the door’s armor class (10, plus a modifier based on its size, and minus 2 because it’s an inanimate object). Then the player has to fight the door like it’s an opposing monster. They attack, and if the attack roll is higher than the door’s AC, they do damage—but not before the DM goes back to his tables and figures out the door’s hardness. Hardness reduces damage, so if you hit for 9 points of damage against a stone door with a hardness of 8, you really only do 1 point of damage . . . and at that rate, you’ll have to hit the door another sixty times before you eventually smash the thing to pieces. Or, more likely, you toss the stupid rule book under the couch and go play video games instead.
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David M. Ewalt (Of Dice and Men: The Story of Dungeons & Dragons and The People Who)