• Quick, what do I need to roll to-hit?

    From Spalls Hurgenson@spallshurgenson@gmail.com to alt.games.adnd,rec.games.frp.dnd on Sun Mar 22 15:23:47 2026
    From Newsgroup: rec.games.frp.dnd


    Help!

    I'm a sixth-level fighter/magic-user wielding a bill-guisarme. I have
    a STR of 16 and am clad in banded mail without a shield. I'm second in
    line in a party of six that is creeping through a narrow (6' wide, 5'
    tall) dungeon corridor. The lantern has just blown out and we've been
    suddenly attacked from the rear by a pack of ghouls. I've been
    attacked once (fortunately I made my saving throw) and now it's my
    opportunity to strike. What do I need on a d20 to make a successful
    to-hit roll? ;-)

    Please answer promptly; the DM is waiting! ;-P















    (I left out (at least) one piece of absolutely vital bit of
    information just to make things more 'fun' ;-)

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  • From Arnaud Gomes@arnaud+rgfd@carrosse.frmug.org to alt.games.adnd,rec.games.frp.dnd on Mon Mar 23 00:53:19 2026
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    I'm a sixth-level fighter/magic-user wielding a bill-guisarme. I have
    a STR of 16 and am clad in banded mail without a shield. I'm second in
    line in a party of six that is creeping through a narrow (6' wide, 5'
    tall) dungeon corridor. The lantern has just blown out and we've been suddenly attacked from the rear by a pack of ghouls. I've been
    attacked once (fortunately I made my saving throw) and now it's my opportunity to strike. What do I need on a d20 to make a successful
    to-hit roll? ;-)

    All that info! Now, are we playing 1e or 2e? Is this event relevant?
    Let's assume 1e.

    From the description I would say the character is half-elven and thus
    has infravision. Assuming the lantern has been out for more than a
    couple of segments (my understanding of the wording above), the
    character can see the ghouls, so I'd say you need to roll 10+?

    I must admit I've never been good at tracking down modifiers in 1e. :-)
    --
    Arnaud
    https://the-dm.oook.fr/
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to alt.games.adnd,rec.games.frp.dnd on Mon Mar 23 11:29:53 2026
    From Newsgroup: rec.games.frp.dnd

    On Mon, 23 Mar 2026 00:53:19 +0100, Arnaud Gomes <arnaud+rgfd@carrosse.frmug.org> said this thing:
    Spalls Hurgenson <spallshurgenson@gmail.com> writes:


    I'm a sixth-level fighter/magic-user wielding a bill-guisarme. I have
    a STR of 16 and am clad in banded mail without a shield. I'm second in
    line in a party of six that is creeping through a narrow (6' wide, 5'
    tall) dungeon corridor. The lantern has just blown out and we've been
    suddenly attacked from the rear by a pack of ghouls. I've been
    attacked once (fortunately I made my saving throw) and now it's my
    opportunity to strike. What do I need on a d20 to make a successful
    to-hit roll? ;-)


    All that info! Now, are we playing 1e or 2e? Is this event relevant?
    Let's assume 1e.


    Heh. That's the Very Important Information I left out. OE, 1E, 2E,
    BECMI... the rules are similar enough that the question works in all
    the systems, but the answer might be slightly different depending on
    the edition.

    But mostly I was assuming 1E, just because its the most complicated
    ;-)


    From the description I would say the character is half-elven and thus
    has infravision. Assuming the lantern has been out for more than a
    couple of segments (my understanding of the wording above), the
    character can see the ghouls, so I'd say you need to roll 10+?


    I have to admit, I totally forgot about the race-limitation to
    multi-classing. In the campaigns I led, demihumans tended to be fairly
    rare, and I discouraged multi-classing, so it usually didn't come up
    that much. But I guess you're right; having said this character was a
    F/MU, they'd have to be an elf or half-elf. This, as you noted,
    negates the issue of the blown-out lantern (and the problem --and
    to-hit roll penalties-- of fighting in the darkness).

    You did miss the issues of using a pole-arm in a narrow, low corridor
    (also, being attacked from the rear when you're second in line), and
    the potential penalties that might cause.

    There might also be argument that the character was attacked in
    surprise, and how that might affect the roll.

    1E also had optional weapon-vs-armor bonuses/penalties for a lot of
    its weapons. Because why make anything simple when you can add yet
    another level of complexity on top of an already existing morass of
    rules, right Gary? ;-)


    I must admit I've never been good at tracking down modifiers in 1e. :-)


    In fairness, neither am I. To be quite honest, I have NO idea what the
    actual answer to my question is. I was just poking fun at some of the complexities of the system (which, let me be clear, I love... partly
    BECAUSE of that complexity), and maybe to provide an opening for
    discussion in (a couple) of otherwise quiet newsgroups.


    But I'll happily accept your answer as canon... especially since I
    just rolled an '11'. Die, evil ghoul, die!!!! ;-)


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  • From J.O. Aho@user@example.net to alt.games.adnd,rec.games.frp.dnd on Mon Mar 23 17:08:26 2026
    From Newsgroup: rec.games.frp.dnd

    On 23/03/2026 16.29, Spalls Hurgenson wrote:

    You did miss the issues of using a pole-arm in a narrow, low corridor
    (also, being attacked from the rear when you're second in line), and
    the potential penalties that might cause.

    One problem you would have is that you can't rotate the 8 foot long
    weapon in the tunnel you were in, even the diagonal is less than the
    length of the weapon.

    unless you just turn yourself around, use the end of the staff to push
    ghouls away, there isn't much more you can do without using up a spell
    or two...

    Just take it as you have 4 former friends who takes the hit and you do
    your best to run away ;)

    But I guess you shouldn't tell that to your DM, he may make things a lot harder for you next time :P
    --
    //Aho
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  • From Arnaud Gomes@arnaud+rgfd@carrosse.frmug.org to alt.games.adnd,rec.games.frp.dnd on Mon Mar 23 20:42:48 2026
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    I have to admit, I totally forgot about the race-limitation to multi-classing. In the campaigns I led, demihumans tended to be fairly
    rare, and I discouraged multi-classing, so it usually didn't come up
    that much. But I guess you're right; having said this character was a
    F/MU, they'd have to be an elf or half-elf. This, as you noted,

    Actually an half-elf; elves are immune to ghoul paralysis, so the
    character wouldn't have needed a saving throw. ;-)

    You did miss the issues of using a pole-arm in a narrow, low corridor
    (also, being attacked from the rear when you're second in line), and
    the potential penalties that might cause.

    There might also be argument that the character was attacked in
    surprise, and how that might affect the roll.

    As I wrote, never been good, yadda yadda.

    1E also had optional weapon-vs-armor bonuses/penalties for a lot of
    its weapons. Because why make anything simple when you can add yet
    another level of complexity on top of an already existing morass of
    rules, right Gary? ;-)

    This one I thought about, the bill-guisarme doesn't have a modifier vs
    AC 6. ;-) Actually, it only has a couple of +1 or -1 quite far in the
    low ACs, I forgot exactly where. Because, of course, only the common
    weapons need complicated modifiers that always come up to trip you up,
    don't they?

    In fairness, neither am I. To be quite honest, I have NO idea what the
    actual answer to my question is. I was just poking fun at some of the complexities of the system (which, let me be clear, I love... partly
    BECAUSE of that complexity), and maybe to provide an opening for
    discussion in (a couple) of otherwise quiet newsgroups.

    TBH I was expecting a bunch of +1s and -2s and couldn't find them with a cursory look at my AD&D1 PDFs. I'm quite sure they exist, probably
    buried somewhere in the equipment list or whatever; I grew up with 2e, I
    have a hard time finding my way around the 1e books.

    But I'll happily accept your answer as canon... especially since I
    just rolled an '11'. Die, evil ghoul, die!!!! ;-)

    Congratulations! :-)
    --
    Arnaud
    https://the-dm.oook.fr/
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  • From Arnaud Gomes@arnaud+rgfd@carrosse.frmug.org to alt.games.adnd,rec.games.frp.dnd on Mon Mar 23 21:45:19 2026
    From Newsgroup: rec.games.frp.dnd

    Arnaud Gomes <arnaud+rgfd@carrosse.frmug.org> writes:

    This one I thought about, the bill-guisarme doesn't have a modifier vs
    AC 6. ;-) Actually, it only has a couple of +1 or -1 quite far in the
    low ACs, I forgot exactly where. Because, of course, only the common
    weapons need complicated modifiers that always come up to trip you up,
    don't they?

    Come to think of it, I never noticed before but the only weapon in the
    PHB with no modifier vs any AC is the partisan, with the bill-guisarme,
    glaive and glaive-guisarme close behind, whereas the modifiers for the
    swords, axes and club are all over the place. Does it not strike you as
    weird that a "standard fighter" is a "standard fighter weilding a
    partisan" rather than a long sword or something more common?
    --
    Arnaud
    https://the-dm.oook.fr/
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  • From Justisaur@justisaur@yahoo.com to alt.games.adnd,rec.games.frp.dnd on Tue Mar 24 08:49:19 2026
    From Newsgroup: rec.games.frp.dnd

    On 3/23/2026 8:29 AM, Spalls Hurgenson wrote:
    On Mon, 23 Mar 2026 00:53:19 +0100, Arnaud Gomes <arnaud+rgfd@carrosse.frmug.org> said this thing:
    Spalls Hurgenson <spallshurgenson@gmail.com> writes:


    I'm a sixth-level fighter/magic-user wielding a bill-guisarme. I have
    a STR of 16 and am clad in banded mail without a shield. I'm second in
    line in a party of six that is creeping through a narrow (6' wide, 5'
    tall) dungeon corridor. The lantern has just blown out and we've been
    suddenly attacked from the rear by a pack of ghouls. I've been
    attacked once (fortunately I made my saving throw) and now it's my
    opportunity to strike. What do I need on a d20 to make a successful
    to-hit roll? ;-)


    All that info! Now, are we playing 1e or 2e? Is this event relevant?
    Let's assume 1e.

    O.K.
    16 str doesn't grant a bonus to hit, I'm not considering maybes like specialization since it wasn't mentioned. All that matters is your
    fighter level and the AC of a ghoul which is 6. Unfortunately I don't
    have my handy dandy wheel, or DM screen handy, so I'll have to crack
    open the DMG and find that a 6th level fighter hits AC 6 on a 10.

    From the description I would say the character is half-elven and thus
    has infravision. Assuming the lantern has been out for more than a
    couple of segments (my understanding of the wording above), the
    character can see the ghouls, so I'd say you need to roll 10+?

    You did miss the issues of using a pole-arm in a narrow, low corridor
    (also, being attacked from the rear when you're second in line), and
    the potential penalties that might cause.

    Bill-Guisarme has a 2' space required, I'm assuming you can chop down or
    stab with it, that's not a problem.

    I did note being attacked from the rear while second in line. Again
    we're assuming you're *not* an unreliable narrator and the ghoul is
    somewhere it can attack you, and if it can attack you, you're in melee
    with it and can attack it back.

    Or maybe your DM is running extremely fast and loose and in that case
    you better just ask him. Or really you shouldn't be asking him, just
    telling him what AC you hit, and the DM will tell you if you hit or miss.


    There might also be argument that the character was attacked in
    surprise, and how that might affect the roll.

    ? You said it was his opportunity to strike, unless you're an unreliable narrator or your DM is fast and loose or a noob, I don't see how
    surprise is relevant.

    1E also had optional weapon-vs-armor bonuses/penalties for a lot of
    its weapons. Because why make anything simple when you can add yet
    another level of complexity on top of an already existing morass of
    rules, right Gary? ;-)

    Weapon-vs-armor only applies to armor, monsters don't count by default.
    The DM 'can' decide on an armor equivilent, and you're asking me, so I'm
    not using them since they don't count for monsters. If it were against
    an armored humanoid I'd use them. No modifiers.

    I must admit I've never been good at tracking down modifiers in 1e. :-)

    1e the rules are merely suggestions. I probably use a lot more
    modifiers than most when running 1e. I've certainly never played with
    another DM who used weapon vs. armor. I throw out most of the DMG's
    version of initiative though.
    --
    -Justisaur

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  • From Spalls Hurgenson@spallshurgenson@gmail.com to alt.games.adnd,rec.games.frp.dnd on Tue Mar 24 11:53:47 2026
    From Newsgroup: rec.games.frp.dnd

    On Mon, 23 Mar 2026 21:45:19 +0100, Arnaud Gomes <arnaud+rgfd@carrosse.frmug.org> said this thing:


    Come to think of it, I never noticed before but the only weapon in the
    PHB with no modifier vs any AC is the partisan, with the bill-guisarme, >glaive and glaive-guisarme close behind, whereas the modifiers for the >swords, axes and club are all over the place. Does it not strike you as
    weird that a "standard fighter" is a "standard fighter weilding a
    partisan" rather than a long sword or something more common?


    I'm not going to pretend to be the expert on medieval weaponry... but
    I do know that pole-arms were the more commonly used weapon if you
    went by numbers. It was, after all, what the peasantry had available,
    and it required much less training to use. So in some ways, it very
    well /might/ be the 'standard' weapon of the era and possibly the
    game... especially considering most PCs start as low-level nobodies,
    and not as fully-trained knight-warriors.

    But really, I picked the bill-guisarme only because it was the first
    pole-arm I saw in the 1E PHB equipment list, which was all the
    research I did for my original post.* I couldn't tell you the
    difference between a bill-guisarme, a glaive-guisarme, a fauchard, a
    bardiche or any of the other similar pole-arms if my life depended on
    it. I certainly couldn't tell you what the 1E stats and modifiers for
    the weapons were.

    I just wanted something unwieldy and weird-sounding.




    ----

    * as has been pointed out in other posts, where I forgot --amongst
    other things-- that only elves and half-elves could be F/MUs, that
    elves are immune to ghoul paralyzation, and that they have infravision
    so the lack of a torch wouldn't affect them. Not a lot of thought went
    into that original post; can you tell? ;-)


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  • From Justisaur@justisaur@yahoo.com to alt.games.adnd,rec.games.frp.dnd on Wed Mar 25 13:42:41 2026
    From Newsgroup: rec.games.frp.dnd

    On 3/24/2026 8:53 AM, Spalls Hurgenson wrote:
    On Mon, 23 Mar 2026 21:45:19 +0100, Arnaud Gomes <arnaud+rgfd@carrosse.frmug.org> said this thing:


    Come to think of it, I never noticed before but the only weapon in the
    PHB with no modifier vs any AC is the partisan, with the bill-guisarme,
    glaive and glaive-guisarme close behind, whereas the modifiers for the
    swords, axes and club are all over the place. Does it not strike you as
    weird that a "standard fighter" is a "standard fighter weilding a
    partisan" rather than a long sword or something more common?


    I'm not going to pretend to be the expert on medieval weaponry... but
    I do know that pole-arms were the more commonly used weapon if you
    went by numbers. It was, after all, what the peasantry had available,
    and it required much less training to use. So in some ways, it very
    well /might/ be the 'standard' weapon of the era and possibly the
    game... especially considering most PCs start as low-level nobodies,
    and not as fully-trained knight-warriors.

    But really, I picked the bill-guisarme only because it was the first
    pole-arm I saw in the 1E PHB equipment list, which was all the
    research I did for my original post.* I couldn't tell you the
    difference between a bill-guisarme, a glaive-guisarme, a fauchard, a
    bardiche or any of the other similar pole-arms if my life depended on
    it. I certainly couldn't tell you what the 1E stats and modifiers for
    the weapons were.

    I used to know this stuff, I think bill refers to the hook as it looks
    like a bird bill. Guisarme is I think the axe-knife part. Or was that
    the glaive part?

    Looking it up, Bill is the hook, however so is Guisarme only a bigger
    one and there doesn't seem to actually be a thing that's a
    Bill-Guisarme. In fact I just remembered the drawings in the Unearthed arcana, and there's no Bill-Guisarme there either. So even TSR didn't
    know what it was.

    The Bill there is more like a curved sword on the end though there, and
    the bill-hook the bill is the off center spike, and the hook the hook
    instead of the guisarme. I'm just getting more confused, I think I'll
    stop now. Ah wait! There's the bill-guisarme, though it's only
    described there, and matches the imaged of the guisarme pictured on
    searches, which indeed looks the most unwieldy.

    "has the following features: 1) a sharp spear or awl point; 2) a large
    hook formed from the body of the weapon; 3) a back spike for armor
    penetration; and 4) several sharpened edges. Some forms of the
    billguisarme have a sufficiently heavy blade and cutting edges placed so
    that they are actually voulge-like. This form of pole arm persisted the
    longest of all save the pike and the halberd, for it was certainly
    efficient in all functions - piercing, holding off, cutting,
    penetrating, dismounting, and cleaving. The scorpion is one typical form
    of the bill-guisarme."

    It looks like someone took a swiss army knife and made it into one spiky-hooked, knife-axe. And according to the above writer it was
    actually one of the best polearms as it persisted the longest besides
    halberd (which really is similar only missing the hook, and the axe is
    more axe-like) and pike.

    I just wanted something unwieldy and weird-sounding.

    You got one looking unweildy and weird sounding. About the only one
    that looks and sounds worse is the fauchard-fork.

    * as has been pointed out in other posts, where I forgot --amongst
    other things-- that only elves and half-elves could be F/MUs, that
    elves are immune to ghoul paralyzation, and that they have infravision
    so the lack of a torch wouldn't affect them. Not a lot of thought went
    into that original post; can you tell? ;-)

    I think elves can't use polearms though as they're too long for their
    height, while half-elves may be able to depending on height. I can't
    find the bit on height and typical height affecting what weapons are
    usable, because it's probably tucked in some obscure corner of course.
    I'm not sure half-elves are immune to ghouls either.
    --
    -Justisaur

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  • From Spalls Hurgenson@spallshurgenson@gmail.com to alt.games.adnd,rec.games.frp.dnd on Thu Mar 26 12:03:40 2026
    From Newsgroup: rec.games.frp.dnd

    On Tue, 24 Mar 2026 08:49:19 -0700, Justisaur <justisaur@yahoo.com>
    said this thing:


    I've certainly never played with
    another DM who used weapon vs. armor.

    I don't think anyone did... or at least, not very long. It was just
    such a cumbersome and unrewarding mechanism. That said, in the very
    early years I played with a DM who /tried/ using those rules. But for
    all the added 'realism' they might have brought to the game, they
    quickly discarded them because it just slowed things down too much.
    Especially considering you already had to reference different to-hit
    tables for each class.

    If the weapon vs armor rules weren't the most gygaxian part of the
    game, then they definitely were a prime contender. (Feel free to
    suggest any others though. ;-)


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  • From Arnaud Gomes@arnaud+rgfd@carrosse.frmug.org to alt.games.adnd,rec.games.frp.dnd on Fri Mar 27 19:32:13 2026
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    If the weapon vs armor rules weren't the most gygaxian part of the
    game, then they definitely were a prime contender. (Feel free to
    suggest any others though. ;-)

    ISTR Gygax said he never used these rules himself?

    For me, the most "baroque gygaxian" part is probably the full initiative
    rules (yes, including the weapon speed factors). Incidentally this part
    is among the main changes between 1e and 2e, at least in the main rules
    (I'm not talking about whole "secondary" subsystems like hand to hand
    combat or psionics); this may not be completely due to random
    chance. ;-)
    --
    Arnaud
    https://the-dm.oook.fr/
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to alt.games.adnd,rec.games.frp.dnd on Sat Mar 28 12:22:32 2026
    From Newsgroup: rec.games.frp.dnd

    On Fri, 27 Mar 2026 19:32:13 +0100, Arnaud Gomes <arnaud+rgfd@carrosse.frmug.org> said this thing:

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    If the weapon vs armor rules weren't the most gygaxian part of the
    game, then they definitely were a prime contender. (Feel free to
    suggest any others though. ;-)

    ISTR Gygax said he never used these rules himself?

    For me, the most "baroque gygaxian" part is probably the full initiative >rules (yes, including the weapon speed factors). Incidentally this part
    is among the main changes between 1e and 2e, at least in the main rules
    (I'm not talking about whole "secondary" subsystems like hand to hand
    combat or psionics); this may not be completely due to random
    chance. ;-)

    I can't remember the full details of the 1e initiative, but we used
    speed factors when playing 2nd Ed all the time. But this was mostly
    because we dropped the combat round to 10 seconds (and used individual initiative for each character and monster), and this added more
    variety to the combat rounds. It only got really annoying when there
    were dozens of monsters, and then I (with permission of the other
    players) tended to fudge it by letting groups of monsters all have the
    same initiative... and even then usually only with the monsters who
    weren't in direct melee combat with the PCs. Otherwise, I liked the
    system.

    To this day, I've never entirely grokked the 1e/2e psionic rules
    though.


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  • From Arnaud Gomes@arnaud+rgfd@carrosse.frmug.org to alt.games.adnd,rec.games.frp.dnd on Sat Mar 28 21:11:50 2026
    From Newsgroup: rec.games.frp.dnd

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    I can't remember the full details of the 1e initiative, but we used
    speed factors when playing 2nd Ed all the time.

    We did use individual initiative with weapon speed factors in 2e as
    well, but the way it works is totally different in 1e.

    In 1e, initiative is side-based, not character-based, basically the same
    as the default (side-based) rules in 2e except it is rolled with 1d6
    instead of 1d10 and the die rolls are reversed (your roll is the segment
    when your opponent acts in 1e, the segment when you act in 2e [1][2]).

    So whereas in 2e weapon speed is just a modifier to the (optional)
    individual initiative, in 1e it is a tie-breaker in duels when the sides
    act simultaneously. And in this case (and in this case only, go figure),
    if a weapon is much faster than another (10+ difference, say a dagger vs
    a pike or something), the faster weapon may strike several times during
    the exchange of blows. [3]

    Weapon speed also supposedly interacts with initiative and spell casting
    time to determine if an attacker can interrupt spell casting
    "substracting the losing die roll on the initiative die roll from the
    weapon factor and treating negative results as positive" followed with a confusing example I'm still not sure I understand correctly, so I will
    not try to comment on this parT. :-)

    To this day, I've never entirely grokked the 1e/2e psionic rules
    though.

    I've never even read the 2e psionics handbook. As for the 1e rules, I
    read them a couple of times as a historical curiosity but never tried to
    play them.



    [1] Except 2e no longer uses the "segment" term, which is an improvement
    in my book; keeping track of segments, which are purely abstract
    units of initiative rather than concrete subdivisions of the round
    *and which will overflow into the next round sooner or later if you
    insist on them having a fixed duration* is both confusing and
    unnecessary.

    [2] I have not played AD&D in years, whether 1e or 2e, but were I to
    play again today I would use side-base initiative the 2e way without
    thinking twice, whether 1e-style 1d6-based or 2e-style 1d10-based;
    the obvious advantage of 2e over 1e here is that it has built-in
    support for encounters with more than two sides.

    [3] Which, I suppose, may happen several times in a round if the
    opponents are high-level fighters. I have no idea how all of these
    moving parts interact when the opponents have different multi-attack
    routines and I'm not sure I want to go down this rabbit hole.
    --
    Arnaud
    https://the-dm.oook.fr/
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